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Main - Posts by Ice Man |
Ice Man |
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Cheep-cheep Level: 33 Posts: 63/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
All the commands after a long translation process.
Command summary Size of the file before the converting is 16000 bytes. All capital letters will be ignored. Diacritic c, d, e, f, g, a, b (1, 2, 4, 8, 16, 32) Between the times when it appoints, there will be sound. There are also times when there isn’t any sound, but that’s an exception. Pitch +, - Adding a + or - after the diacritic will lift and/or lower the tone. ++ or -- does not work. Signs r (1, 2, 4, 8, 16, 32) Between the times when it appoints, there won’t be any sound. Tie ^ (1, 2, 4, 8, 16, 32) Sound between and immediately before designated times is extended. [c4^4] becomes equal in [c2]. (There is no meaning, but it is like that). Attaching Point . Adding this immediately after the diacritic will make the sound longer. c+4. becomes c+4^8 c+4.. becomes c+4^8^16. c+4... doesn’t work. Octave o (1~6) Octave is appointed. The maximum of octave is 6, but there is the possibility to use [o6a+] in SMW. [o6a] or more will give an error, so please pay attention. Furthermore, when error does not come out and the musical interval has been settled inside the range, please remember that it doesn’t sound normally depending upon the timbre. Increase Octave > When octave exceeds 6, [>] an error will appear. Decrease Octave < When octave is less than 1, [<] an error will appear. Tempo t (1~255) This is the tempo. When the time cuts 100 in the game, tempo rises by 10. Usually you insert it at #0 (1st track). Entire Volume w (0~255) This is the entire volume. When 255 is inserted, it will be the loudest. Usually you insert it at #0 (1st track). Volume Of Each Channel v (0~255) Volume of each channel is appointed. Actually the volume is 256 = 100%. It is the percentage from entire volume. Speaker Position y (..8, 9, 10, 11, 12..) It sets whether sound come out from the right speaker or from the left speaker. 10 is center, when the value is decreased it will go to the right speaker and when it decreased the sound will go to the left speaker. Default Sound Lenght l (1, 2, 4, 8, 16, 32) This is the small letter l (L). When inserting the value after the diacritic the sound length will be set. Namely, [l16 cdefg] becomes equal in [c16d16e16f16g16]. Channels # (0~7) Channel number of the music which you sound is appointed. First after appointing this, it means such as diacritic the musical score data to describe. In regard to music, in the Super Famicom/Super Nintendo it can sound simultaneously to 8 sounds. In case of SMW, as for the 5th track because it is applied to the one for various effective sounds, the channel which can be utilized in BGM is able to call the 6-8 track, that is just substantial, probably will be. If so well, the music of the entire map, as for 7 tracks is an expectation which can be used. When changing the number of the channel, be sure to re-appoint the numerical value for the octave. Timbre @ (0~18) The timbre is appointed. Several timbre reach and the musical interval deviating clearly, do not agree with the other timbre, but it is an exception. Proper thing, you cannot use the timbre which is not here. It is game margin. Drum @ (21~29) The drum timbre will be set. Immediately after setting this, there are times when the sound after 2nd is different from the sound, but this is an exception. Details q (the hexadecimal quantity of 01~7F) This command hasn’t been analyzed yet. For one time it is necessary to put it at the beginning of each channel. Diacritic (c, d and e). Because those which are placed immediately before it seems that the inserting varies. Transposition ? Use the transposition command which is in SMW already, because of the musicad interval of effective sound changes. End Of Introduction / The boundary of introduction and this subject is set. When “A/B C” writing, “A B C B C.” Just one arrange in each channel. When introduction isn’t needed, it isn’t necessary to arrange. Binary Direct Input $ (00~FF) Hexadecimal number is the input into the file directly. $F0 seems to be Echo Off. $EF $F6 $00 $00 ;Echo vbits/volume $F1 $04 $6C $00 ;Echo delay, feedback, filter $F2 $DC $16 $16 ;Echo volume fade Seems to be Echo On. Loop [~] (loop count) Just the frequency which appoints the diacritic in the parenthesis repeats. [[cdefg] 2] becomes equal in [cdefgcdefg]. The nest is not possible. Namely, [the ~ [the ~] 2 ~] like 2 it is not possible. In addition, the loop 1st time and after 2nd, there is no thing where the octave at the beginning of the sound changes. Namely, [[c > c] 2] you do not have to write. [[c > c <] 2], or [[like o4c o5c]] you must write. By the way, because the capacity which is necessary for loop command has reached 6 bytes, depending upon when there is also a case where rather size increases. Reuse Of Loop * (Loop count) Reusing the data inside the loop “immediately before” experimentally. For example, the data like [cdefgab cc cdefgab dd] [[cdefgab] 1 cc *1 dd] it can describe. There is a change of the timbre which is due to note and this command, but as for change of octave it isn’t. Three Connected Signs {~} When a stop is wanted put three connected signs in place. Sound length in the parenthesis just is designated as 2/3. Forced Termination ! End is forced. Meaning you can’t add something after that. Comments ; After that you can comment on something. Vibrato p (wave length of vibration), (strength of vibration) As for this command it is necessary to set two arguments of wave length and strength. When the value is inserted, you do not know whether some effects are produced or not. When making vibrato invalid, [p0,0] please input. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 64/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Just paste the midi file in it and it will generate the MML file. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 65/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Eh? I didn't do it via cmd. I just pasted the midi file in the tinymm.exe and it auto generated the file. I will translate the readme for it too, then. xD |
Ice Man |
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Cheep-cheep Level: 33 Posts: 66/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Yup, and i can tell you, it's a time effort.
Anyway, I was able to create some songs, even though they don't sound like the originals but meh, take a look at them. :p http://www.speedyshare.com/847482231.html http://www.speedyshare.com/326569983.html Feel free to use these songs, if you like. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 67/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Actually the music in Mario Fantasy has been done with a hex editor, not with this tool. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 68/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Unfortunately, I only got the MM9 GamOver MIDI file.
I uploaded it here. It also includes a song from DK64. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 69/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Anyone up for a nice remake? This really does sound like the original imo.
http://www.speedyshare.com/381678978.html |
Ice Man |
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Cheep-cheep Level: 33 Posts: 70/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Yea, I know. It's a pain to do the octaves and instruments right. Oh btw, if you want to know what instrument sounds like what.
Download this pack and you will see what instrument the @ thingies play in a channel. Clicky |
Ice Man |
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Cheep-cheep Level: 33 Posts: 71/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
vibratos and echos have two different commands though. I don't know for sure how echos work but you insert the command at channel #0 (at the beginning). IT will look like this then:
#0 w192 t60 $F0 $DE $00 $00 $00 EDIT: The hexadecimal number is the input into the file directly. $F0 seems to be Echo Off. $EF $F6 $00 $00 ;Echo vbits/volume $F1 $04 $6C $00 ;Echo delay, feedback, filter $F2 $DC $16 $16 ;Echo volume fade |
Ice Man |
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Cheep-cheep Level: 33 Posts: 72/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Again, your song will only be inserted and the others will be left out. I found out it has something to do with the octaves being too high or too low. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 73/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Just do this:
1. Move all of your files in C:\addmusic <- create folder addmusic 2. Copy all of your files in the addmusic folder 3. Open cmd -> Start -> Run -> type cmd and hit enter 4. Command prompt will open. 5. Now type in cd c:\ then type cd addmusic 6. Type in addmusic smw.smc INIT 7. A few ??? will appear meaning you had success initializing the rom. 8. Now type in addmusic smw.smc 9. Set your overworld music in Yoshi's Island to 11 - 18. 10. Have fun with the new music. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 74/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Maxx, did you even listen to what I said? Leave out the addmusics.bat part. Just type addmusic smw.smc INIT and after that addmusic smw.smc. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 75/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Try the desert one. I really love it but it so goddamn hard to do. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 76/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Dry Dry Desert, please. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 77/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Happy Anniversary, I guess. Eventhough we both never came along pretty good (and you know why ) I think we should just forget what has happened in the past. Make it another 4 more years and boom, 10 years of AcmlmBoarding! |
Ice Man |
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Cheep-cheep Level: 33 Posts: 78/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Eh, ik ook ga naar Nederland in vakantie. Heb een mooie tijd in Amsterdam en niet te veel wiet rooken.
For the people who don't understand it: Eh, I wil go the Netherlands in vacation, too. Have a great time in Amsterdam and don't smoke too much weed. PS: My dutch isn't perfect. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 79/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Here is a song I'm currently working on. Just need to change some instruments, I think, unless you guys/girls like it.
http://www.speedyshare.com/698442127.html <- SM64: Piranha Plant's Lullably |
Ice Man |
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Cheep-cheep Level: 33 Posts: 80/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
It works fine. As I said, it's the octaves being messed up. Like you said, sometimes you need to changes < and > or change the octaves. Also, in some songs you may find o7, change it to o6 as there isn't any o7 octave in SNES music. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 81/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
the quick brown fox jumped over the dogs.. |
Ice Man |
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Cheep-cheep Level: 33 Posts: 82/197 EXP: 219075 Next: 10104 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Dont write it like that. Just do this.
1. type in D: 2. type in cd SPC 3. type in addmusic smw.smc INIT 4. type in addmusic smw.smc 5. Done. |
Main - Posts by Ice Man |
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