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Main - SMW Hacking - New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] New thread | New reply

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smkdan
Posted on 03-23-08 01:43 AM Link | Quote | ID: 80824


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A topic for those who don't go to smwc.

The last one in retrospect was horribly limited so I made a new one.



And the rest of the content is a straight copy paste from smwc:

-On first use, you point to a small amount of free space where a table and a small hack is inserted into the level loader.
-You create banks based on the default set which are inserted in a given bank # of your SMW ROM. You can edit banks seperately, so there's no forced global changes. For sake of convienence, it checks if they're a RATS tag in the given bank to stop you from erasing anything important.
-You assign each of the 512 levels to a bank, they all initially start by using the default ofcourse.
-A feature to export / important sample banks is there, so if you make custom music with special samples you can include a .bin file to insert into your ROM, to allow for more authentic conversions.

The increase in load time is noticeable (hey, it's a 2Mhz cpu trying to upload to a 1Mhz cpu) but it's not that bad, I think. There's no support for OW tracks, sorry.

SNESSOR or SNESSOR95 is a nice source for .wavs, particularly if you're making a port.

Here's the download, and please make backups if you want to use it.

http://smkdan.eludevisibility.org/other/crap/smws050.zip

The side effects are important to consider if you want to use this tool:


SIDE EFFECTS

The SPC700 needs to recieve an extra 32kb of data everytime a level is loaded. It's a horribly slow process and it adds about a second or two to the load times of levels. It does not effect in game slowdown at all.

Normally in SMW if an exit is taken and the song of the old level matches the song of the new level, the song keeps playing. Since the SPC can't key notes at the same time it recieves data, the song has to be interrupted to upload the sample bank and then restarted. The hack forces the song to restart regardless.

blackhole89
Posted on 03-23-08 01:48 AM Link | Quote | ID: 80825


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This is nice.

Could you drop a quick line as to where exactly you hooked the uploader routine call? I wanted to trace that (for an extensive song bankswitching hack for ToS) down but somehow never got around to.

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smkdan
Posted on 03-23-08 02:42 AM Link | Quote | ID: 80831


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CODE_05D8E0:        C2 20         REP #$20                  ; 16 bit A ; Accum (16 bit) 
CODE_05D8E2: A5 0E LDA $0E
CODE_05D8E4: 0A ASL ; |Multiply level number by 2 and store in Y
CODE_05D8E5: A8 TAY ; / (Each sprite pointer table entry is 2 bytes long)
CODE_05D8E6: A9 00 00 LDA.W #$0000
CODE_05D8E9: E2 20 SEP #$20 ; 8 bit A ; Accum (8 bit)


I just placed the jump at the LDA #$0000. $0E contans the 16bit level number. You can place it anywhere in the level loader, provided it's after the part where it stores the level number. I chose that address because LM inserts a hack that returns to 05D8E6. I'm sure it's something to do with how OW levels and submap levels originally only got assigned to either 0-255 or 256-511.

S.N.N.
Posted on 03-23-08 04:27 PM Link | Quote | ID: 80852


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As I said on SMWC, I'm very impressed with this tool. I've already played with it, and made a sample SPC here just so people can hear what it can truly do.

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Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

blackhole89
Posted on 03-24-08 02:16 AM Link | Quote | ID: 80862


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smkdan: Ah, thanks for the hint. Saves me the effort of tracing the level loading process

You are using SMW's builtin SPC upload code (around $00:811D or something... that's a random address I pulled out of my memory, so it might well be wrong), right?

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smkdan
Posted on 03-24-08 03:05 AM Link | Quote | ID: 80869


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SNN: Hope you find it useful. If this one drifts into obscurity too I give up on the whole replacing SMW's instruments thing.

BH89: I put a 24bit bit pointer in $00-$02 and jump to $811D. I had to preserve the scratch ram for the pointers and $1DF9-$1DFC or else odd stuff happened in regards to music.

OoBurns
Posted on 03-24-08 07:46 PM Link | Quote | ID: 80917


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It's nice to see music hacking going on. I generally leave SMW hacks muted when I play them because I've heard the SMW music so much, so I'm glad you're making it easier for people to write their own.

Offtopic, did anyone else read "811D" as a very strange smiley?

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Raccoon Sam
Posted on 03-25-08 08:08 AM (rev. 2 of 03-25-08 08:09 AM) Link | Quote | ID: 80964


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Wow, this is pretty awesome..! First the actual sequence editing and now this, unbelievable!
I'm going to try implementing some of the instruments used in the DKC games.

EDIT: OoBurns; No, but now I see it. Har har har.

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S.N.N.
Posted on 03-26-08 08:48 PM Link | Quote | ID: 81025


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Unfortunately, it is possible to get carried away with this tool:

Link

Recognize that horrible crying? Yes, it is in fact YI.

Also, I'd better finish that tutorial for this.

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Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

Kawa
Posted on 03-26-08 08:58 PM Link | Quote | ID: 81026


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Posted by S.N.N.
Recognize that horrible crying? Yes, it is in fact YI.
That is HORRIBLE!

And damn scary too ._.;

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Tyty
Posted on 03-26-08 09:00 PM Link | Quote | ID: 81027


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Posted by S.N.N.
Unfortunately, it is possible to get carried away with this tool:

Link

Recognize that horrible crying? Yes, it is in fact YI.

Also, I'd better finish that tutorial for this.


I still prefer SuperLegatoFail...
UltraLegatoFail just isn't... fail enough to compare...
Machine Guns and Xylophones are much better instruments than Crying Babies.

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smkdan
Posted on 03-27-08 11:57 AM Link | Quote | ID: 81064


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SNN: i'm surprised how creepy that sounds in castle music, especially at the start and looping portion.

You can now import samples direct from other .spcs.



Takes SNESSOR and loop guessing out of the equation unless you want to modify the .wav it generates.

http://smkdan.eludevisibility.org/other/crap/smws052.zip


S.N.N.
Posted on 03-27-08 04:20 PM (rev. 3 of 03-27-08 10:23 PM) Link | Quote | ID: 81068


Beezo
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Oh that update is awesome. This will make it so much easier than searching through 150 extracted samples hoping to find one.

By the way, question. I know we have an "export bank" button, but is there any chance at just an "export sample" button? I was hoping to move something around in the original bank after I copied it to a new one. Ignore me. I just realized how ridiculous that must sound.

Tyty210: Now we can have the castle music with machine guns and xylophones D:

EDIT: I simply HAD to post this. Mario Paint!

Link

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Ailure
Posted on 03-28-08 12:08 PM Link | Quote | ID: 81100

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Posted by S.N.N.
Unfortunately, it is possible to get carried away with this tool:

Link

Recognize that horrible crying? Yes, it is in fact YI.

Also, I'd better finish that tutorial for this.
Hahaha...

...does this mean we will get tons of SMW hacks with mutilated samples now? XD

I really like the Mario paint one hahahaha.

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Raccoon Sam
Posted on 03-28-08 01:25 PM Link | Quote | ID: 81112


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Aw maaan I keep getting this:


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smkdan
Posted on 03-28-08 02:08 PM Link | Quote | ID: 81116


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Sam: I know Mac's .NET implementation is only partial (not sure what extent) so I wouldn't be surprised at issues like that. I didn't know it was that bad though, I don't think I touched anything platform specific and it's a simple program all up...

I know Heian had success with a virtualization program called "Parallels" apparently to run one of my .NET apps, not sure if whatever effort required is worth it though.

S.N.N.
Posted on 03-28-08 08:15 PM (rev. 2 of 03-29-08 04:32 AM) Link | Quote | ID: 81130


Beezo
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Posted by Ailure
...does this mean we will get tons of SMW hacks with mutilated samples now? XD


Heh, it would be fun. If you want to hear one I did that turned out good though, you can check this one out. It uses Super Castlevania 4's synth, imported from an SPC.

I guess I'll try making some more custom song, but with enhanced samples. Should be fun, heh.

EDIT: I finished writing a tutorial for this. You can find it here

Enjoy.

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blackhole89
Posted on 03-29-08 11:00 PM Link | Quote | ID: 81168


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I know I should just download and check for myself, but does this allow for editing the envelope, base frequency etc. settings of the instrument table entries as well (and does it contain any facilities particularly faciliating the latter)?

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Ailure
Posted on 03-29-08 11:11 PM Link | Quote | ID: 81173

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Posted by S.N.N.
Heh, it would be fun. If you want to hear one I did that turned out good though, you can check this one out. It uses Super Castlevania 4's synth, imported from an SPC.
xD

Sounds so much more Capcom'ish. Makes me wonder who made the sampleset that Capcom used during the SNES age. Alot of capcom games seems to use the same instrument set... so you can almost recnoize a Capcom game from the samples it uses.

Hmm, I should try something silly with this myself later.

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smkdan
Posted on 03-29-08 11:37 PM Link | Quote | ID: 81176


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BH89: Nope, later version will most likely have that. I had full featured editing for that in my old one but it stored stuff in the echo buffer :/. This one will just overwrite existing entries on a per level basis like it does now. I think I'll just have it edit defintions for instruments.
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