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Main - Posts by dirtbag |
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Red Koopa Level: 27 Posts: 101/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by Googie Hack SMK! Your hacks are great, I'd love to see what you can do with SMK |
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Red Koopa Level: 27 Posts: 102/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by dirtbag hmmm thats intresting, no space inbertween then :-( |
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Red Koopa Level: 27 Posts: 103/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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. |
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Red Koopa Level: 27 Posts: 104/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by Shenhulahula 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.) |
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Red Koopa Level: 27 Posts: 105/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttackPosted by dirtbagPosted by StifuPosted by Shenhulahula 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. |
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Red Koopa Level: 27 Posts: 106/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by Stifu 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. |
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Red Koopa Level: 27 Posts: 107/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by dirtbag 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. |
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Red Koopa Level: 27 Posts: 108/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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? |
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Red Koopa Level: 27 Posts: 109/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by BLaBrake 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 |
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Red Koopa Level: 27 Posts: 110/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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. |
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Red Koopa Level: 27 Posts: 111/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by dirtbag You sir, are a gentleman. Thank you. |
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Red Koopa Level: 27 Posts: 112/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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. |
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Red Koopa Level: 27 Posts: 113/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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. |
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Red Koopa Level: 27 Posts: 114/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by Superjustinbros The start-finish line sits level with the wall above the 4 jumps at the bottom left. |
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Red Koopa Level: 27 Posts: 116/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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 |
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Red Koopa Level: 27 Posts: 117/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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 |
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Red Koopa Level: 27 Posts: 118/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by BLaBrake 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. |
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Red Koopa Level: 27 Posts: 119/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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* |
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Red Koopa Level: 27 Posts: 120/128 EXP: 114742 Next: 1417 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
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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