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Main - ROM Hacking - Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass New thread | New reply


Kawa
Posted on 06-23-10 03:01 PM Link | Quote | ID: 132315


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Hypothesis - The "stoned" effect in the Yoshi's Island BGM is done by the music engine.
Argument - If you take an SPC dump of a track while stoned and let it loop, the effect ends.
Question - If you take a level with, say, the Underground music and add a Fuzzy there (or edit "Touch Fuzzy, Get Dizzy" to use that song), does the Underground music distort?

Somebody needs to try this.

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MathOnNapkins
Posted on 06-23-10 03:14 PM Link | Quote | ID: 132316


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Based on my experience with SPC engines, I'm inclined to say that you are right.

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Kawa
Posted on 06-23-10 03:19 PM Link | Quote | ID: 132317


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Yeah well, y'see, my SPC set came with "stoned" versions of Flower Garden, Athletic and Overworld, but not for example, Training Course, Underground or Castle/Fortress.

And yes, once those three repeat, they sober up.

This makes me wonder how the GBA port did it. I know it's the M4A (aka Sappy) engine, and I know that it does not support such tricks...

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MathOnNapkins
Posted on 06-23-10 03:38 PM Link | Quote | ID: 132318


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M4A doesn't support modulation of pitch during playback?

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Kawa
Posted on 06-23-10 03:53 PM Link | Quote | ID: 132319


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Not to my knowledge, and not on just specific tracks.

Come to think of it, it -might- be possible... but let's get back to the SNES version. Do you think you could help, shall we say, expand the SPC set by adding stoned Training, Underground and Castle tracks?

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MathOnNapkins
Posted on 06-23-10 03:57 PM (rev. 3 of 06-23-10 03:58 PM) Link | Quote | ID: 132320


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If you can tell me exactly where you got your SPC set, I might be able to. The reason I say this is that I used to get SPC sets from Zophar long ago, now I get them from Snesmusic.org. And there are other places still to get them. I don't want to have to download 8 different SPC sets just to find one that has the fuzzified music.


edit: nevermind, I forgot that snesmusic org lists the track names. It's in that set (I pretty much expected it to.)

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Kawa
Posted on 06-23-10 04:02 PM Link | Quote | ID: 132321


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Well, yeah. Snesmusic.org's set seems to be identical to the Zophar set I got, in that it has just those three "stoned" songs. My question was, after all, if you could help expand that set of three into a set of six, y'see?

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MathOnNapkins
Posted on 06-23-10 04:18 PM (rev. 3 of 06-23-10 10:35 PM) Link | Quote | ID: 132322


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Haven't exactly figured it out yet, but it seems that the stoned effect is solely on channel 0... just gotta figure out how it's doing it. Can't be pitch modulation (PMON register) because that only works on channels 1-7...

edit: Yeah, something is just making the pitch on channel 0 jump all over the place, but what?

edit2: I managed to make the castle theme do something very similar, but I don't have 100% understanding of what caused it. Also, it seems that the effect is nullified after about 7-8 seconds into the song. Knowing how N-SPC works, it probably moved on to another "part" of the song, thus nullifying my vibrato effect. That is how this is being done, I'm sure. How the game communicates to the N-SPC to initiate vibrato is unknown, though. My trouble keeping the effect going also indicates that there's bound to be some problems trying to directly edit SPC files to produce this effect. That is, it may be easier to just hack the game, touch a fuzzy, then dump the SPC. Hard to say at this point.

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Mattrizzle
Posted on 06-24-10 10:35 PM (rev. 2 of 06-24-10 10:46 PM) Link | Quote | ID: 132378


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Give this PAR code a try:

7E005921

When activated, this code makes every sound effect sent to the I/O port the touch Fuzzy sound, complete with the tempo change and pitch distortion.

If you replace 21 with 22, the music will return to normal at any point when a sound effect is normally played.

For the curious, here's the complete list of values:

01- Unpause Game
02- Pause Game
03- Swimming/Grabbing egg
04- Object Appearing/Spitting out enemy
05- Power Up/Beanstalk sprouting
06- Slot Machine spinning (SMW egg hatching)
07- Bones Crumbling
08- 1-UP
09- Coin
0A- Breaking Sound
0B- Shell Sound #1
0C- Shell Sound #2
0D- Shell Sound #3
0E- Shell Sound #4
0F- Shell Sound #5
10- Shell Sound #6
11- Shell Sound #7
12- Shell Sound #8
13- Bouncing
14- Yoshi digesting
15- Growing block
16- Balloon inflating
17- Yoshi hurt
18- Coins spilling (SMW Dragon Coin)
19- End-level ring (SMW Midway Tape)
1A- Aiming egg (SMW Yoshi sticking out tongue)
1B- Rotating spike stick ticking
1C- Stomp enemy
1D- Poof
1E- Chink
1F- Hitting head on ceiling
20- Throwing an egg
21- Touch fuzzy w/ weird music effect
22- Changes music back to normal

23- Green Glove catching egg
24- Nothing?
25- Piranha Plant shrinking
26- Tap-Tap Walking
27- Powerful Mario Star
28- Tin clanking sound #1
29- Tin clanking sound #2
2A- Tin clanking sound #3
2B- Tin clanking sound #4
2C- Coin Tapping Ground
2D- Selecting "No" at "Try this stage again?" screen
2E- Hitting '?' Bucket
2F- '?' Bucket hitting ground
30- Powerful Mario Star Appearing
31- Entering Pipe
32- Hitting Message Block
33- "Keep Moving" Platforms
34- Trying to enter pinball gate from wrong side
35- Frog bouncing
36- Flower
37- Yoshi Hovering/Empty Egg Plant
38- Baby Mario jumping
39- Piranha Plant chomping
3A- Stomping on Shy Guy
3B- Pop
3C- Yoshi trying to eat something that's inedible
3D- Baby Mario kidnapped
3E- Yoshi licking
3F- Hookbill hit by egg
40- Door opening
41- Door closing
42- Nothing?
43- Yoshi
44- Baby Mario Crying
45- Spitting watermelon seeds
46- Collapsing?
47- Wall falling
48- Thunder/Huge blocks falling
49- Yoshi jumping
4A- Yoshi trying to throw an egg when he has none
4B- Stairs appearing #1
4C- Stairs appearing #2
4D- Stairs appearing #3
4E- Stairs appearing #4
4F- Stairs appearing #5
50- Message appearing/Lakitu throwing Spiny Egg
51- Bonfire Lakitu ready to fire
52- Lower version of 51
53- Lower version of above
54- Lower version of above
55- Lower version of above
56- End of Message
57- Losing stars (over 10)
58- Losing stars (under 10)
59- Chomp Rock rolling
5A- Squeaking
5B- Kamek
5C- Moving Cursor
5D- Entering Level/Train entering track
5E- Frog croaking twice
5F- Water splashing
60- Walking on mud
61- Spitting lava
62- Bumping Melon Bug
63- Lakitu aiming shot
64- Unlocking door
65- Frog croaking once
66- Vase breaking
67- Enemy tumbling
68- Dancing Spear Guy chant #2
69- Dancing Spear Guy chant #1
6A- Ferris wheel platform #1
6B- Ferris wheel platform #2
6C- Ferris wheel platform #3
6D- Incoming Chomp flying in
6E- Fly Guy flying away/Tulip giving stars
6F- Nothing?
70- Transformation music (full)
71- Transformation music Ch. 1
72- Transformation music Ch. 2
73- Flipping for butt stomp
74- Boss exploding(full)
75- Li'l Mouser/Grinder/Tap-Tap squeaking
76- Shy-Guy peeking out of pipe
77- Shy-Guy jumping out of pipe
78- Boss hurt
79- Ghost hurt
7A- Nep-Enut hurt
7B- Naval Piranha chomping
7C- Sluggy the unshaven moving?
7D- Transformation expiring
7E- Switch timer ticking
7F- Switch timer running out
80- Boss defeated
81- Hookbill defeated?
82- Hookbill falling?
83- Roger the Potted Ghost/Lunge Fish chomping
84- Tap-Tap the Red Nose/Tap-Tap the Golden walking
85- Largest Milde popping
86- 2nd largest Milde popping
87- Castle ready to explode
88- 3rd largest Milde popping
89- Another falling sound
8A- Baby Bowser hurt
8B- Baby Bowser flipping for butt stomp
8C- Baby Bowser talking
8D- Baby Bowser yawning
8E- Baby Bowser's first form defeated
8F- Correct sound
90- Incorrect sound
91- Big Baby Bowser roaring
92- Big Baby Bowser hurt
93- Red Coin
94- Last Red Coin
95- Bonus Challenge
96- Pushing "Jell-O"
97- World Completed Fanfare
98- Walking through snow
99- Castle exploding
9A- Kamek flying in on his broom
9B- Yoshi's head stuck in yellow gunk/Yoshi walking in world completed sequence
9C- Egg ricocheting #1
9D- Egg ricocheting #2
9E- Egg ricocheting #3
9F- Stork flapping wings
A0- Freezing enemy w/blue watermelon
A1- Breaking frozen enemy
A2- Poochy running

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Kawa
Posted on 06-25-10 08:14 PM Link | Quote | ID: 132402


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Posted by MathOnNapkins
My trouble keeping the effect going also indicates that there's bound to be some problems trying to directly edit SPC files to produce this effect.
Actually, the SPCs themselves keep the effect going until the loop point has been reached... I wonder if there's just some Fuzzy flag in the music engine that could be set in the SPC files...

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MathOnNapkins
Posted on 06-25-10 08:54 PM Link | Quote | ID: 132404


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N-SPC songs are not divided into "start" and "loop" points. They're divided into segments of varying length called "parts". If the spc song in your set is set to the very beginning of the song, and it has an introductory "part", the fuzzy effect will only last the duration of the introduction, which could be 5-15 seconds depending on the song.

And I'm tellin' ya, it's the vibrato effect. It's actually present in all N-SPC drivers going
back to 1990. It's just no one really used it for this kind of thing before that. I was able to hex edit the Flower Garden (Stoned).spc file with only 2-3 values changed and I disabled the stoned effect. Enabling it was trickier though, because it's easy to disable the vibrato effect but harder to start it up properly.

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Kawa
Posted on 06-25-10 08:57 PM Link | Quote | ID: 132405


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When I said "loop point" I meant the actual "point where you can tell things have started over regardless of internal structure"... but whatever. This is getting uncomfortably detailed.

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MathOnNapkins
Posted on 06-25-10 09:00 PM (rev. 2 of 06-25-10 09:03 PM) Link | Quote | ID: 132406


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Well have a listen, you be the judge. It ain't perfect but nothing is.

http://acmlm.kafuka.org/uploader/get.php?id=3248

From personal experience, trying to edit spc files to manipulate them into doing what you want is often a futile exercise, but it depends on what you want to do.

edit: I also think for this you need to make sure that the instrument with the vibrato (fuzzy) effect is never keyed off. And depending on the song that might be futile as well.

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Kawa
Posted on 06-25-10 09:02 PM Link | Quote | ID: 132407


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That's like... a few seconds in a background track and then nothing special. But after the above, I'm not surprised.

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MathOnNapkins
Posted on 06-25-10 09:09 PM Link | Quote | ID: 132408


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That would be because the instrument is not appropriate for the stoned effect. If it were using a different instrument it would sound almost identical to the Flower Garden one.

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Kawa
Posted on 06-25-10 09:10 PM Link | Quote | ID: 132409


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I guessed as much.

Thread over, then?

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MathOnNapkins
Posted on 06-25-10 09:24 PM Link | Quote | ID: 132410


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Well I'd at least get someone try it with a hacked rom, but don't look at me .

More stoned version (still only lasts about 9 seconds)
http://acmlm.kafuka.org/uploader/get.php?id=3249

Now the thread is over.



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Kawa
Posted on 06-25-10 09:30 PM Link | Quote | ID: 132411


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Nine seconds which are exactly the introduction part. Loop start and it's gone. Sounds funky enough though.

Thread over.

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Main - ROM Hacking - Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass New thread | New reply

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