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Main - ROM Hacking - Solar Soundtrack discussion/suggestion/whatever thread New thread | New reply

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Stifu
Posted on 08-04-07 02:10 PM Link | Quote | ID: 59929


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Posted by blackhole89
>>59924>>59925
I loathe showing my shitty code to the general public other than that, if I was to open source it, it would more likely be in a way like c-evo's, i.e. making the source public but reserving working on the core codebase for yourself. On an already-messy codebase, having multiple people contribute can't possibly do any good.

Even if your source code is messy as hell, it could be helpful to other people willing to make their own sound utilities/tools... So they wouldn't have to mess with your stuff.

blackhole89
Posted on 08-04-07 02:28 PM Link | Quote | ID: 59930


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"So they wouldn't have to mess with your stuff" ...

Either way, an extensive documentation of the format (which either me or Mattrizzle87 are certain to post earlier or later) would be of much more help than the pointer jungle that is SST's file I/O code.

Also, as promised, here's the two command line tools for replacing samples in DJ Bouche's SMAS patch. Documentation is not included, some ripped samples of varying from shitty to decent quality are. Interface should be (more or less) self-explaining.

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Stifu
Posted on 08-04-07 06:15 PM Link | Quote | ID: 59937


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Posted by blackhole89
"So they wouldn't have to mess with your stuff" ...

What I meant was, they wouldn't have to modify your messy sources, that's all, not that they wouldn't need to touch your program with a stick or something.

midwife
Posted on 08-05-07 12:20 AM Link | Quote | ID: 59965

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Opening your code will permit other people to Refactore, Upgrade & Reuse you code. That's why open source is born. To share intelligency and not reinvent wheel every time !

blackhole89
Posted on 08-05-07 12:24 AM Link | Quote | ID: 59967


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You have a good point, but... well... I'll probably release the source at some point, I guess, since demand is that large. (It will be after the public release though, so I get at least a bit of a chance to clean up the mess )

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Smallhacker
Posted on 08-05-07 03:40 AM Link | Quote | ID: 59984


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Solar Soundtrack being worked on?

AHAHAHAHAHA-no. I don't believe you. "The first law of thermodynamics" is called a LAW, not a theory, ergo, your claim is impossible.

Sorry. Try to fool us with something better next time.

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Kawa
Posted on 08-05-07 10:26 AM Link | Quote | ID: 59999


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Hey Black, you want midi dox? I got some.

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Someguy
Posted on 08-05-07 06:47 PM Link | Quote | ID: 60017


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The features I would want would be...

An export to SPC button or the like, for quick listening and sharing WIPs. You could even have the illusion of a built in player by just dumping an SPC and using a basic SPC player dll or such.

N-SPC importing, however you plan on doing it if you do. If it supports exporting to a format from one loaded game and importing it somewhere else, that seems good enough.

The ability to edit music. You know, because that's the point of the program. ;x

Oh, and maybe the ability to edit sounds, aren't they stored the same way as music tracks? (I don't mean instruments or samples, I mean sounds like, say, the spin jump or killed an enemy type sounds)

blackhole89
Posted on 08-05-07 07:15 PM Link | Quote | ID: 60018


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Kawa: Sure, those could come in handy...

Someguy:
An export to dump function would take a lot more information for full support of each ROM than the three hex offsets required at the moment.. I'll consider something like that for later versions, but it's off the top of the priority list right now...

As for im- and exporting to an own format (which also enables you to easily move around music data between supported games), I implemented that while on the train today.

The sound effects, Mattrizzle87 already mentioned earlier.. I haven't done any research on them yet, but I assume it is doable.

Music editing... works.

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Reshaper256
Posted on 08-05-07 08:13 PM (rev. 2 of 08-05-07 08:15 PM) Link | Quote | ID: 60019


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Hey, I just want to say that I'm very interested in what this program is capable of. As for your initial question of what features I'd like to see, well, to me instant playback would almost be a must, cause I'd probably try to compose off the top of my head, in the program itself. "Does that sound right... no, wait, that's not right... what did I do wrong?"

We have a 'music composer guy' on the team for Zelda3C, and we can still compose music in HM, but I'm sure this program would make things much, much, MUCH easier, whenever it's released. The community has long needed a program like this.

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Mattrizzle
Posted on 08-05-07 08:15 PM Link | Quote | ID: 60020


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>>60018

About the format of sound effects:
For many games (Kirby's Dream Course, Super Mario Kart, & Yoshi's Safari to name a few), the sounds are in exactly the same format as the music, aside from the fact that the header commands aren't used (echo & tempo).

However, the sound effects of Super Mario World and Super Mario All-Stars are a bit more limited. For one, they can only use one channel. Also, only these commands can be used: E0, F1, F2, and F9.

As with a single channel in a pattern, 00 ends the sound. In addition to this, FF makes the sound loop until another one is played on the same channel (as with the drum roll sound in SMW).

Blackhole89, if you need to know more about this, just ask me.

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blackhole89
Posted on 08-06-07 05:35 PM Link | Quote | ID: 60429


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Is there something like a master table of sound effect track pointers, and if yes (I'd assume so), where is it?

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Danny
Posted on 08-06-07 07:49 PM Link | Quote | ID: 60475


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Is it possible i can request a music patch?
Is it possible i can request Zelda 3 music?

Kawa
Posted on 08-06-07 08:01 PM Link | Quote | ID: 60481


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Dox

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KP9000
Posted on 08-06-07 08:20 PM Link | Quote | ID: 60491


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I think you should continue on with this. It would be one of the most groundbreaking tools to come out in the entire ROM Hacking scene. That, and I need to get my music fix too. I'm dying to compose for N-SPC. There's seriously an itch to compose for Super Metroid. this NEEDS to be finished.

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Deflaktor
Posted on 08-07-07 01:57 AM Link | Quote | ID: 60579

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agree with KP ^^
just release it some time^^

Mattrizzle
Posted on 08-08-07 01:31 AM Link | Quote | ID: 60840


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Posted by blackhole89
Is there something like a master table of sound effect track pointers, and if yes (I'd assume so), where is it?
Here are those locations in Super Mario All-Stars' SPC RAM. Note that these addresses don't include the spc dump header.

166D-173B Sound effect instrument table (23 instruments; 9 bytes each)
[I don't know what the 70 70 00 10 bytes are, but the rest is like the music instrument settings, aside from the fact that the last tuning byte doesn't exist.]
173C-17D7 Sound effect pointer table (I/O port 4, $1DFC in SMW; 78 sounds)
17D8-1865 Sound effect pointer table (I/O port 1, $1DF9 in SMW; 71 sounds)

And the corresponding locations for SMW:
5570-561A Sound effect instrument table (19 instruments; 9 bytes each)
561B-5682 Sound effect pointer table (I/O port 4, $1DFC in SMW; 52 sounds)
5683-56D6 Sound effect pointer table (I/O port 1, $1DF9 in SMW; 42 sounds)

As I have said before, the sounds written to I/O port 2 ($1DFA) are hardcoded.

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blackhole89
Posted on 08-08-07 11:15 AM Link | Quote | ID: 60987


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>>60481
Thanks. I'll see if I can build an import filter based on that.

>>60840
This suggests a quite different from regular songs handling, but I suppose I could build a sound effect loading and editing feature based on that, probably at the risk of some functions like underlay tracks breaking... (I foresee a great amount of work to grey all the then non-working UI parts out rather than just letting them crash or do nothing )

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Mattrizzle
Posted on 08-09-07 06:06 PM Link | Quote | ID: 61431


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Another tidbit of info, found thanks to the info Bouche posted in your first SST thread.

In an SPC dump of SMAS:
8FA [19] First value other than 00 which doesn't set the song number

You can set it to a maximum of #$73 to allow up to 114 music tracks in SMAS (as well as the SMAS patches).

Why that as the maximum? The answer--values #$73 and up are special commands.

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lwares
Posted on 09-17-07 07:30 PM (rev. 2 of 09-18-07 12:48 AM) Link | Quote | ID: 65591


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Just to ask blackhole, is there going to be any new progress on this or is this still going to be a WIP?

Off-Topic: Also, I know you don't check them but could you please look at your PMs please?
As I have asked for a progress report on the editing of Mattrizzle's SMAS Music Patch.

I have an idea, maybe you could ask Mattrizzle to help you with editing this to include the vast majority of the tracks from SMAS.

Edit: Mattrizzle has sent me a PM regarding the SMAS Patch and he said he will be working on it again by adding new tracks to the current tracklist.

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Need any information or help hacking SMW? ask these people via PM:
Music & SFX - mattrizzle & blackhole89
addmusic - S.N.N.
Custom sprites/sprite tool - mikeyk
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Main - ROM Hacking - Solar Soundtrack discussion/suggestion/whatever thread New thread | New reply

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