| |||
Views: 88,439,401 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-19-24 11:30 PM |
|
Guest: Register | Login |
0 users currently in ROM Hacking | 3 guests |
Main - ROM Hacking - Looking into porting music through a diferent system. | New thread | New reply |
MiniCompute |
| ||
Bubble Level: 66 Posts: 85/981 EXP: 2420199 Next: 41652 Since: 04-25-07 Last post: 483 days Last view: 691 days |
Well it's been a long time since I've been here and thought I might start off here.
I've been doing custom music with SMW music engine and working with addmusic. I think I am very well familiar with addmusic and that is not only limited to one game and system, Is it possible that I could port music through a different type system say like the nes and what game would be a very good choice to port through it. Keep in mind I never hacked with a nes game so it might be confusing for me if I can't understand how the nes coding and hacking works. Thanks in advance. |
zkip |
| |||
Level: 15 Posts: 12/34 EXP: 14268 Next: 2116 Since: 02-13-10 Last post: 4172 days Last view: 3046 days |
|
MiniCompute |
| ||
Bubble Level: 66 Posts: 86/981 EXP: 2420199 Next: 41652 Since: 04-25-07 Last post: 483 days Last view: 691 days |
Good grief, well then I'll start looking into it and decide if I need to leave porting to the nes alone for abit until I can familiarize myself with nes hacking.
Thanks again. |
Kawa |
| ||
CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 3630/5344 EXP: 30928898 Next: 734083 Since: 02-20-07 From: The Netherlands Last post: 4491 days Last view: 2627 days |
GBA on the other hand has one music engine that's used by most anything originally made in Japan. I can infodump you on that if you want. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
MiniCompute |
| ||
Bubble Level: 66 Posts: 88/981 EXP: 2420199 Next: 41652 Since: 04-25-07 Last post: 483 days Last view: 691 days |
If you don't mind that would be fine, also if you have any more extra info on music porting and creation let me know.
I got a invitation from OCremix.org to join up with them, he said he found my work at smwcentral and me post music video ports on youtube.com. Gotta go for now on my black berry posting this and shopping in a store with my mother on her birthday, I'll be back on monday to check for replys. Mike. |
Kawa |
| ||
CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 3631/5344 EXP: 30928898 Next: 734083 Since: 02-20-07 From: The Netherlands Last post: 4491 days Last view: 2627 days |
~ INFODUMP COMMENCING ~
M4A basic structure Songs cover background music, jingles and sound effects, all in the same format. Each song has a pointer in a global song table that points to that song's header. The header format is as follows. Song header Number of tracks (byte) Number of blocks (byte, I'm not sure what this does) Priority (byte, determines how important the song is; usually, sfx > jingles > bgm) Reverb (byte) Pointer to voice group (think soundfont) A number of pointers to each track in the song, obviously equal to the first byte. Track data Each track is a series of byte-sized commands. Certain commands take parameters, which may be pointers or 16-bit integers: The 0x00-0x7F range (inclusive) are Pitch commands. At least one Nxx command (see below) must precede them. If a Pitch command is not preceded by an Nxx command, the last used length is reused. If another byte in the 0x00-0x7F range directly follows a Pitch command, that byte is the Velocity for that note. If no Velocity is given, the last one is reused (again), defaulting to 0x7F (100%). The 0x80-0xB0 range (also inclusive) are Wait commands, which cause the track to pause for a given number of ticks. For example, 0xB0 - W96 delays playback for a whole measure, given 96 ticks to the measure. The 0xB1-0xCF range (still inclusive) are Control commands. For example, 0xB1 - FINE stops playback for the given track, no parameters needed, while 0xB2 - PATT takes one pointer as a parameter and basically jumps to that point in the song like a subroutine call. 0xBD - VOICE is one of the first things done in each track and sets the track's instrument to the given byte value. The 0xD0-0xFF range (guess what?) sets a playback length for the next note. Thereby, 0xFF - N96 is a full note. If no Pitch command follows, the last one is used again. The full command set can be delivered by email on request. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
Main - ROM Hacking - Looking into porting music through a diferent system. | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 48, rows: 73/75, time: 0.015 seconds. |