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messiaen
Posted on 12-24-08 04:25 PM, in Anybody know of a StarFox level Editor? Link | Quote | ID: 97501


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There is one by VL-Tone. I'm not sure what it can do because I have never tried it. Here is the link:

SFXed.

messiaen
Posted on 12-26-08 03:22 PM, in Anybody know of a StarFox level Editor? Link | Quote | ID: 97590


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Then you need to search harder for a valid ROM as it's highly unlikely that you'll find alternatives for a SNES 3D game editor.

You can also browse the acmlm archives to find some threads about the development of this editor if you are really interested on it.

messiaen
Posted on 01-06-09 03:59 PM, in mml2m64: an experimental .mml importer for Mario / Zelda 64 (rev. 3 of 01-07-09 03:14 PM) Link | Quote | ID: 98338


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mml2m64 is an experimental .mml importer that produces custom music in the Mario 64 and Zelda 64 sequence format. The main importer
module is built from Addmusic's (revX) MML parser, so big thanks to whoever wrote that program. You can download Addmusic binaries,
source code and documentation at http://www.smwcentral.net.

The importer is to be used along a MIDI -> MML conversion tool, such as tinymm or mid2mml, both of which can be download at SMW Central.
Afterwards, you can insert the custom music using the sequence inserter tool included in this package, which replaces the original Mario 64
sequences files with your custom music.

This package also includes a few more music-related tools, such as sequence rippers for Mario and Zelda 64 as well as parsing utilities that can
display all the sequence content. A description of all the tools included and their usage can be found below in the readme.txt file. There are 20k
just of documentation, so be sure to look at everything, especially if you are new to the .mml format. People who already used Addmusic probably
won't have any difficulty using this program.

Mario Kart 64 support will also be added in the next release.

Here is a sample of what mml2m64 can do:



If you want to submit a bug report, include log reports from mml2m64 and m64parser. You can do this by running these commands, which will redirect
the output to external .txt files:

"mml2m64 my_mml_file > mml_log.txt"
"m64parser my_m64_file > m64_log.txt"

Download link for v0.1b + Music Tools (fixed version).

Disclaimer: This is an experimental program, depending on how well you use it you can produce very good results but in general don't expect
much from it. There are numerous possible improvements which may be implementeded in future releases
.

messiaen
Posted on 01-06-09 04:16 PM, in Toda's Tool 64 BIG PROBLEM FOR ONE AND A HALF YEAR Link | Quote | ID: 98341


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You may want to try this alternate extender written by Cellar Dweller. I included a Windows binary so you don't have to compile it.

Also, try disabling the "CRC Checksum check" from the Preferences menu of Toad's Tool 64.

messiaen
Posted on 01-07-09 03:23 PM, in mml2m64: an experimental .mml importer for Mario / Zelda 64 (rev. 2 of 01-08-09 05:15 PM) Link | Quote | ID: 98379


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There was a problem with yesterday's release, but now it should ran fine (Download link on the first post is updated now).

Thanks Delmaru for doing some private tests.

Edit: Gimmick! (NES) song --> http://www.youtube.com/watch?v=9B2cInXIUrI

messiaen
Posted on 01-10-09 12:59 PM, in F-Zero FZVS Link | Quote | ID: 98509


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A few days ago a 1.0 of this very interesting project was released:

F-Zero FZVS blog.

messiaen
Posted on 01-13-09 11:48 PM, in Collabo-presto! #1: Music notation and conversion (rev. 2 of 01-13-09 11:54 PM) Link | Quote | ID: 98625


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I should add my two cents as my primary focus for the past two months was music hacking. I found the block explication for intervals a bit confusing, but then I'm too used with tradicional terminology.

I guess what RomManic was trying to explain is that for most simpler tracked music formats it all breaks to the semitone as the smallest pitch unit (except for bends, vibrato or ocasional effects that involve subtle microtonal pitch inflections).

Thinking of each possible semitone as a distinct pitch-class that repeats itself after 12, you can set an arbitrarly representation of pitch using integers:

If we want 0 to be C (as most formats do), 1 = C#, 2 = D and so on, until it starts repeating itself after 11. Modulus is the arithimetical operation that will give you the pitch class of any value:

24 % 12 = 0 = C <-- % is modulus in standard 'C' programming syntax.

So that's the most common representation of pitch you'll find in a music format. Now for the duration of a specific note, there's two ways I can think to represent it.

- As sucessive divisions of a note value. In this case, 1, 2, 4, 8 is actually 1/1, 1/2, 1/4, 1/8 and so on. If we call 1 a whole note, 2 is a half note, 4 a quarter note and etc.

- As integers representing the actual duration of the note. In this case, 1 is the shortest note, 2 is two times it, 4 four times and so on.

All of this, as RomManic hinted, could be also applied to bits instead of bytes.

MML is a very simple format you may want to look at if you want to write a music importer program for any format. It took me a few days to get a working importer for the Mario 64 format using Addmusic's MML parser (but then I know the format very well), so I defintely recommend for an easy and quick way to build a music converter.

As for locating music data, corruption is your friend. Fill an area with the same value, discover what pitch is that and then work from there. Relative searching is also very useful, say you have a sequence of notes that goes like this:

C D E F G

Let's represent this as "00 02 04 05 07". Now try inserting wildcard bytes between each of these values: "00 [wild] 02 [wild] 04 [wild] 05 [wild] 07". Found nothing? Use two wilds instead of one. Found nothing? Try another wildcard byte or add +12 to the pitch sequence in order to look for it in another octave. If you are still unsucessfull, you can begin to wonder if the game doesn't use bits to store pitchs or if 0 isn't actually pitch-class C but something else (most likely A).

Edit: This actually gives me ideas. It would be nice to have some program that tries to find pitch sequences in any ROM using relative searching and trying different formats/representations. Could be pretty useful.

messiaen
Posted on 01-15-09 10:05 AM, in mml2m64: an experimental .mml importer for Mario / Zelda 64 Link | Quote | ID: 98728


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The only program that will require using the command prompt is "insert_seq" For "mml_fix" and "mml2m64", you can just drag and drop the file into it.

To launch the console, just go to Start Menu -> Run and then type "cmd".

Let's suppose you have your ROM file, the .mml file and the program at directory C:\mml2m64. Just go like this:

cd\mml2m64
insert_seq your_file.m64 your_rom.z64 sequence_number (or -all).

This command prompt tutorial may help you.

messiaen
Posted on 01-17-09 01:52 PM, in Collabo-presto! #1: Music notation and conversion Link | Quote | ID: 98890


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Posted by RomManic

In general, as a final finisher, I'd like to put it this way:





That must have been edited from the first post, but it has to be corrected. The lowest note is actually 'C', not 'A', and all flats should be replaced by sharps.

messiaen
Posted on 01-18-09 10:34 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98998


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This is a Mario64 Gameshark code written entirely in C using a mips-gcc compiler. It checks Mario distance with all objects in a level and perform certan actions depending on the distance. I'm working on some header files for Mario 64 with function/structs mapped, so hopefully some pretty complex hacks will be possible with it.


messiaen
Posted on 01-24-09 03:12 PM, in The board2 Winter Mosts - Voting Link | Quote | ID: 99348


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01. Most Serious - blackhole89
02. Most Nice - Googie
03. Most Funny - Kawa
04. Most Smart -
05. Most Witty - Kawa
06. Most Creative - Kawa
07. Most Changed -
08. Most Helpful - Sukasa
09. Most Understanding -
10. Most Professional - blackhole89
11. Most Unpredictable - =w=
12. Most Likely to Succeed - Sukasa
13. Most Likely to Be the Parked Car -
14. Best Debater - blackhole89
15. Best Advisor -
16. Best Listener -
17. Best Positive Influence - Googie
18. Best Programmer - CellarDweller
19. Best ROM Hacker - smkdan
22. Best Newbie -
23. Best Veteran - Trax
24. Best Regular Member - smkdan
25. Best Staff Member - KP9000
26. Best Overall -

messiaen
Posted on 01-25-09 12:43 AM, in A Mario64 Hack built from scratch (Progress Thread) Link | Quote | ID: 99377


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It's been a while so I thought I should provide an update on this project.

I took a long break but I am still working on this, and a final version will be released in a few weeks. It will be shorter than I have originally planned, but it will still feature about 20 stars, distributed among 7 'areas', 2 of them being complete levels.

The day/night alteration, albeit primitive, will be included. Besides the surprise value, its used in a few spots as a replacement for 'acts' (ie, certain itens only appear during the night or day).

I'm trying to polish it as much as I can and pacience allows, in order to make this a fun hack to play. No crazy jumping or advanced moves will be required in order to get all the stars, though one or another may be a bit challenging.

messiaen
Posted on 01-26-09 12:59 PM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack Link | Quote | ID: 99494


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Unless I'm missing something important, there's another way to get stuck in this hack (I'm playing the corrected version).

I defeated the boss after Harlequin (sorry, can't remember its name), got the key to the double door house and grabbed the itens there. Then I paid to be warped to the same boss and defeated it again. Afterwards, I returned to the same boss location (without using a warp though) to gain more experience/coins and he wasn't there. At this point, I'm stuck. I have looked everywhere and haven't found a way to return to the first screens. The game also hasn't saved, so my progress up to here is lost.

Is this a bug or am I missing some way to get out of this?

messiaen
Posted on 01-29-09 06:04 PM, in A Mario64 Hack built from scratch (Progress Thread) Link | Quote | ID: 99743


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Couldn't resist doing a short video . Sorry for the audio desync, I guess VirtualDub didn't calculate the right correlation between video frames/audio.


messiaen
Posted on 02-08-09 04:32 PM, in A Mario64 Hack built from scratch (Progress Thread) Link | Quote | ID: 100309


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Thanks .

I have polished a bit more the day/night stuff, so its becoming quite central in the hack. Now the music is also changed, butterfiles won't show up, different ambient noises are produced, and important NPC/events will only happen either at day or night.

I think its quite cool because, along with the absence of "act selectors", the overall effect is of a more non-linear gameplay compared to the original game.

messiaen
Posted on 02-12-09 12:23 AM, in Frontpage Suggestions Link | Quote | ID: 100776


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Make the big board2 logo link to the frontpage. The very small "FRONTPAGE GO" most likely will just go unnoticed for most users.

messiaen
Posted on 02-16-09 02:34 AM, in board2. Link | Quote | ID: 101097


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ROM Hacking. Apart from game-specific communities, I think this is probably the the most active "general" ROM Hacking community and there are always interesting projects going on.

messiaen
Posted on 02-19-09 12:33 AM, in Name Change Suggestion Thread #492 Link | Quote | ID: 101357


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I like board2 .

messiaen
Posted on 02-21-09 06:45 PM, in Frontpage Suggestions Link | Quote | ID: 101579


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Before I forget about it, let me suggest an small improvement to the hacks section in the frontpage.

When you click a hack, "Released:" should probably be changed to "Uploaded:" in order to avoid confusion with release dates, especially for older hacks.

messiaen
Posted on 02-22-09 01:36 PM, in Frontpage Suggestions Link | Quote | ID: 101638


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Yes, that would be helpful . Something along the lines of:

Uploaded on: xx-xx-xx
Release Date: month/year
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