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Main - ROM Hacking Related Releases - Mario 64 Sequenced Music Parser v0.03 + Specification | New thread | New reply |
messiaen |
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Cheep-cheep Level: 32 Posts: 46/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
Hi, this is the result of some work I've been doing with the sequenced music format of Mario 64.
This utility reads the raw data of a Mario 64 sequence file and outputs a formatted log. I'm releasing it hoping that somebody may also be interested in discovering more about the format. Here is one excerpt showing its output:
The quality really depends on the track, but it can already decode about 4 or 5 sequences 100% right (ie, a MIDI export would be possible). There is an old source available in the same download folder as the program. If you are going to read it, warning, it's my 3rd program ever . Download link for latest version (0.03) and sequence files. I have also uploaded an specification with pretty much everything I know about the format. |
messiaen |
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Cheep-cheep Level: 32 Posts: 72/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
Just to update this:
Mario64 Sequenced Music Parser v0.05 + Sequence Bank Ripper + messy sources. Now it also shows loop commands, pitch bends, transposition settings and the music data parsing is very accurate. Since the format used on Mario Kart 64 and Wave Race 64 are very similar to Mario 64, it also works for those, so this tool will be of great help to anyone who want to import sequences from these games. There is also a 'sequence ripper' utility which works for these three games. |
Zycor |
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Ninji Level: 36 Posts: 182/237 EXP: 286781 Next: 21329 Since: 05-27-07 Last post: 4827 days Last view: 4772 days |
I'm surprised at the lack of replies seeing how nearly everyone in the entire internet loves Super Mario 64 and everyone was anticipating their ability to be able to actually hack the game extensively. I guess this place just isn't like it used to be huh?
While I'm not interested in hacking Mario 64 myself, I must say you've done quite a lot that many would have deemed impossible a while back. I would check out these tools but I rom hack about as much as I do my homework at a decent hour, not too often. I like making graphics but I don't like having to be endlessly limited by everything. Though I do plan on finishing up my Pokemon Gold hack(s). I could also never really figure out ASM, but then again I don't know any programming language and the only thing I can "make" is websites in html, that's not saying much XD. If you ever do see me make a hack, it'll be the day I just program my own engine and go from there... or something, since expectations for rom hacks have gotten so high it's really hard to do anything, everyone in the Sonic community wants ASM and custom music with their hacks, and that's a nice touch if you know how to do it, but it does beat the "change the palette and level layout and call it something that isn't "Green Hill Zone."." I honestly think I'll pass... ____________________ Why are you reading this? My post is up there^ |
messiaen |
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Cheep-cheep Level: 32 Posts: 73/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
I can't complain about the lack of replies because I do get a lot of feedback comparing to people hacking other less known games to the same extent. Also, there weren't a lot of practical applications to this tool (at least until now), but the specification is becoming very complete so if someone gets interested in writing a midi importer (I'm not up for this task) this will be of great aid.
Anyway, here is a new version with better output: Download for v0.06b. Here is Bob-omb's Battlefied header structure. The song is divided in four eight-bar chunks in a very square 32 bars formal design:
Here is how a track works. It's not possible to do a '0' timestamp for simultaneous notes/events, so everything is arranged into 'layers', which saves some space but makes the data much more complex.
And here we get to the music data itself. There are three diferent 'PlayNote' command formats (0x00 to 0x3F, 0x40 - 0x7F, 0x80, 0xBF) which are alterned to get the most compact data possible:
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messiaen |
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Cheep-cheep Level: 32 Posts: 92/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
A little update: Download for 0.07. Here's a list of games which use this format (in slightly different versions):
Mario 64 Mario Kart 64 Wave Race 64 Star Fox 64 1080 Snowboarding Yoshi's Island Zelda 64 As you can see, all of them are first-party Nintendo games developed between 1996-1998. I ordered them according to how different they are from Mario 64, which is (naturally) the first version of this format. I will expand a bit the scope of this tool so that it covers the format variations between these games (I'm aiming especially at Zelda 64). |
messiaen |
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Cheep-cheep Level: 32 Posts: 98/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
A branch of this project:
Zelda 64 Sequenced Music Parser v0.1. Zelda 64 Sequence Ripper (Debug ROM). |
messiaen |
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Cheep-cheep Level: 32 Posts: 102/193 EXP: 204431 Next: 2011 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
Bump bump.
Mario 64 Sequence Inserter 0.1 - inserts custom sequence files in the ROM. A few sample custom sequences are included. |
Main - ROM Hacking Related Releases - Mario 64 Sequenced Music Parser v0.03 + Specification | New thread | New reply |
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