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dirtbag
Posted on 07-10-14 11:32 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157400


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Posted by Googie
Alright cool, thanks for the heads up! I've been considering getting into some SNES hacking or even GBA hacking. We'll see what happens...


Hack SMK! Your hacks are great, I'd love to see what you can do with SMK

dirtbag
Posted on 07-11-14 09:12 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157405


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Posted by Stifu
Posted by dirtbag
That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it.

Add FF at $49803, where there is E1, and the BC tileset ends cleanly. That is to say the tileset ends at $49802 with byte 5B.


hmmm thats intresting, no space inbertween then :-(

dirtbag
Posted on 07-12-14 01:28 AM, in Super Baldy Kart Link | Quote | ID: 157421


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So this track is unique, as a concept. It's based on check points and not laps.



I've not seen it in any other SMK hacks to date.

dirtbag
Posted on 07-22-14 08:18 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 07-22-14 08:22 PM) Link | Quote | ID: 157490


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Posted by Stifu
Posted by Shenhulahula
Anyone know how to put in new music like that?

Dirtbag, obviously. You could either wait for him to drop by here again, or directly contact him. He's more active on the smwcentral.net forums.


lol - indeed, they are my videos.

I used the version of addmusic messiaen messed with, that converts MML to SPC op codes. I'd suggest reading up on SMWCentral about how the music works for SMW that is.)

dirtbag
Posted on 07-23-14 08:16 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157497


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Posted by gridatttack
Posted by dirtbag
Posted by Stifu
Posted by Shenhulahula
Anyone know how to put in new music like that?

Dirtbag, obviously. You could either wait for him to drop by here again, or directly contact him. He's more active on the smwcentral.net forums.


lol - indeed, they are my videos.

I used the version of addmusic messiaen messed with, that converts MML to SPC op codes. I'd suggest reading up on SMWCentral about how the music works for SMW that is.)


I wonder, is there some sort of tutorial, or tips you could give us?

Im looking to replace 1 song mainly because it doesnt fit with one of my themes that well, and SMWC has a huge repertoire of custom music, which is awesome.


I really don't have the time or more importantly a full understanding of it to write a guide. For you tho' I'll be happy to work with you to get you a custom tune working. Only because you have been so helpful in your testing and feedback on my hack. Mail me the song link, and the details of the theme you want to replace and I'll get you on your way.

dirtbag
Posted on 07-27-14 10:16 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157536


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Posted by Stifu

2- Change the palette colors so that all colors are unique, before exporting then reimporting, after which you can restore the original colors


This option is what I've done in to get around any problems like this in the past, just pick unique colours, and get the colours to match right in your import. Once they are imported, change the colours in EE and you should find you can export, edit and import with the correct colours from that point onwards.

dirtbag
Posted on 07-28-14 08:01 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157550


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Posted by Stifu
Posted by dirtbag
This option is what I've done in to get around any problems like this in the past, just pick unique colours, and get the colours to match right in your import. Once they are imported, change the colours in EE and you should find you can export, edit and import with the correct colours from that point onwards.

What I could do is make EE check, on tileset import, if the color for each tile pixel has changed, and if not, use the original color index. But that sounds hackish and possibly unpredictable. In the end, it all comes down to image import / export being imperfect (although convenient), as you lose color index data.


Hmm I see the problem. How about if the import can't find an exact colour value match, it asks/ prompts the user to select the colour to use?

A small request from me next time you look at the code in this area, could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete? It's the only minor frustration I have.


dirtbag
Posted on 07-28-14 08:26 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157552


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Good work BLaBrake, interesting I got the music channels slightly off.

It's worth pointing out that once you have the .bin file you can compress and insert the music with EE or luna compress. This means if we can findout where the other music is stored in the game we can edit those also.

As for the title music if the address is 68003/4 then the tool Messen made will have the wrong offset. However I still can't change it with custom music, although I can with a copy of the GV music.

Chaobmr, yes but with slightly different tools. I'd suggest you would do SMW as there are more details, tools and things to get you going.

What I have not worked out yet is how to get a MIDI tracker (I am using 3MLE currently) to have custom instrument set. I'll be more than happy to invest the time to extract and convert the BRR files to WAV if they could them be used to compose a MIDI. Anyone any experience with this sort of thing?


dirtbag
Posted on 07-31-14 10:51 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157603


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Posted by BLaBrake

I do have a question though. I plan on poking around with the unknown data areas mentioned in the offset notes after I'm done working on the first version of my hack. How should I extract the files or what can I use to test them to see if they are music? I should be reaching that stage in the next couple of weeks.


That is the question you can try corruption, or extraction at different offsets and recompression/ insertion. There will be more elegant ways debugging the game to work backwards to where the music is loaded in to the SPC's memory, but I can't tell you how. I'm assuming the data is all compressed.

@MikeTechno: Thanks that's very helpful, I guess the term I was looking for is sound font

dirtbag
Posted on 08-11-14 10:19 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157770


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I'd not really tested music in tracks too much before. I've had a go and you're quite right the 5th lap sped up music only lasts for one loop of the song then it returns to normal speed.

Maybe it's something to do with the head values we are using. Really we need to extract some of the orginal music and with a list of SPC codes workout how they are different.

dirtbag
Posted on 08-14-14 07:38 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157788


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Posted by Stifu
Posted by dirtbag
could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete?

Done.


You sir, are a gentleman. Thank you.

dirtbag
Posted on 08-16-14 12:19 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157803


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Gridattack and Stifu chatting about a zsnes bug reminded me. When testing music I'd suggest bsnes or a real snes and not using zsnes. zsnes can sound quite different.

dirtbag
Posted on 09-24-14 01:20 AM, in Super Baldy Kart (rev. 2 of 09-24-14 01:33 AM) Link | Quote | ID: 158511


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8 themes, now with 8 music tracks One thing I've learnt is that zsnes is no go for testing music. This video was captured using snes9x

Let me know what you think of the tracks, what works and what you feel doesn't work so well? I think there is a still some volume levels to be levelled out as some are louder than others. Overall I'm quite happy for now.

dirtbag
Posted on 09-26-14 09:43 PM, in Super Baldy Kart Link | Quote | ID: 158533


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Posted by Superjustinbros
Where is the starting line located?


The start-finish line sits level with the wall above the 4 jumps at the bottom left.

dirtbag
(post deleted) ID: 158978

dirtbag
Posted on 04-30-15 12:26 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160026


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Good to hear.

I have a number of new updates for your notes I need to send you. There are a few things I've found. One of those could be a quick win for EE. There are different tile animation routines, Lava on BC, background on GV etc.

These can be re-pointed... for example I've now got more than one theme with an animated background in my hack.

3F000 -> 3F001 - GV title animation pointer -
3F002 -> 3F003 - MC title animation pointer -
3F004 -> 3F005 - DP title animation pointer -
3F006 -> 3F007 - CI title animation pointer -
3F008 -> 3F009 - VL title animation pointer -
3F00A -> 3F00B - KB title animation pointer -
3F00C -> 3F00D - BC title animation pointer -
3F00E -> 3F00F - RR title animation pointer -
3F010 -> 3F015 - No animation routine -
3F016 -> 3F022 - Tile oscillation routine -
3F023 -> 3F029 - Tile scroll routine -
3F030 -> 3F03C - Tile oscillation routine -
3F03D -> 3F049 - Tile #73 scroll routine -
3F04A -> 3F056 - Tile cycle (Tiles #0,#1,#2) & (Tiles #3,#4,#5) routine -
3F057 -> 3F05C - Ghost Valley background tile cycle routine

dirtbag
Posted on 05-02-15 02:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160038


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I share that feeling. It sometimes feels like a bit of a slog to get the hack finished. The good news is I am close to finishing now. I'm in the process of changing the races little victory tunes now. 2 of the 8 done. After that I just need to crack the title screen music and I think I'll draw a line under Super Baldy Kart and release it. Then I could offer my services

dirtbag
Posted on 05-05-15 10:57 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160052


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Posted by BLaBrake
Dirtbag - It sounds like you found some new treasures! I saw on the last page about how you located the animation routines. In another post, you mention changing out the victory tunes... you found those too? Can you share what you know about the new music locations? I had to put my hack on hold until college gets out, which will be in a couple weeks. It would be fun to have some new things to look at!



Sure thing, I always contribute anything I find to Stifu's notes. I need to send him my latest updates soon, just finalising one or two offsets.

I'll create a new thread soon on my hack progress and I'll explain how I went about changing the music for the racers victory tunes there.

dirtbag
Posted on 05-07-15 12:23 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 05-07-15 12:29 AM) Link | Quote | ID: 160058


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That sounds like a good idea. I've got music updates, demo updates and the animation pointers & code routines already updated. Let me mail you that to upload, then I'll update it directly in the repository going forward.

Does it allow for check in comments? So it's easy for people to see what's been amended.

*sent*

dirtbag
Posted on 05-09-15 03:40 PM, in Super Baldy Kart (rev. 2 of 05-09-15 03:41 PM) Link | Quote | ID: 160073


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A long time in coming here is a update: https://youtu.be/vp6iO08QYWs (Watch in HD)

Comments and feedback welcome.

The hack is so close to being done, and I will explain how I updated the racers victory tunes as promised soon.

The only big thing left to figure out is the title screen music as it seems to contain some N-SPC initiation code. So I'm slowly de-compiling and commenting it...

What's done:

- 8 themes (Tiles sets, music, backgrounds, "3D objects")
- 20 Tracks
- 4 Battle courses
- 8 Drivers (graphics, stats/ attributes and victory tunes)
- Credits
- All demos
- Start/ End race tunes
- Fonts (large and small)
- All Text
- Podium

To do:

- Probability sets
- Title and Podium music
- Game over music
- Refine tracks/ AI/ Object placement
- Refine cone graphics
- One more player tune
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