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BLaBrake
Posted on 06-27-14 09:13 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157000


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I registered just so that I could thank Stifu for your hard work! Epic Edit is great and your offset notes have been invaluable. They've made my first attempt at hacking semi successful. Thank you again!

BLaBrake
Posted on 07-04-14 12:33 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157164


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Thank you for the new version of Epic Edit! Perfect timing as I'm just getting ready to look at changing the Ghosts.

BLaBrake
Posted on 07-04-14 03:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157174


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It didn't replace the animated ghosts in the track for me. I changed them to fish. The palette changed on them, but they were still ghosts. I think it might have something to do with my rom only though. I'm not sure what changed, but your notes from around 2011 match up fine with my rom, but your newer notes do not. If it's all on my end, don't worry about it. I'll figure it out eventually.

BLaBrake
Posted on 07-04-14 11:36 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157186


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I removed the header so that I can be on the same page as the rest of you. Stifu, I only tried replacing the ghosts with Epic Edit. I tried again after removing the header and I'm still not having luck. I'm sure I'm still doing something wrong.

BLaBrake
Posted on 07-05-14 02:56 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157190


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Thanks for the offer to look at my rom Stifu. I got it figured out. Yes, I was using 2.7.2. I went manual and uncompressed the tiles located at 20148. They were still the ghosts, so I changed them out with my fish, recompressed and now they work.

BLaBrake
Posted on 07-05-14 04:07 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157204


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I just wanted to confirm that I did get the animated ghosts to work with the latest version of EE posted. I used my tiles on a clean rom for testing purposes, in case you're wondering.

BLaBrake
Posted on 07-10-14 05:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157390


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I have a couple of questions and then I should be done asking. 1. Anyone know where the little mushroom icon's tile is for the title screen menus? I'm most likely overlooking it somehow. 2. Is it possible to have the pipe obstacle on the tracks have it's interaction set to make the player lose a coin when you drive into it? I'm thinking like when you bump into another racer.

BLaBrake
Posted on 07-10-14 12:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157395


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Thanks for the replies. I thought that the mushroom should be with the fonts. I had looked in there, I guess just not hard enough! And I figured the other wasn't possible. Didn't hurt to ask the pros though. I'm going to start changing music out next. Well as much as I can I guess. I got messiaen's importer to work with a ported regular midi on the player select screen. It doesn't seem to work though on the title screen. Looks like the program tries to insert at 49801 but the notes say it should be at 49800. I don't know anything about programing, but I'm going to keep playing and see what I can do. I can take notes along the way as far as what channels for the music overlap with the sound effects. I'd like to contribute to the community in someway.

BLaBrake
Posted on 07-11-14 03:12 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157403


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That is a ton of great info about the music! Thank you! I'm going to work on what does work first and then attempt to dive into looking for new info. I'll post if anything worthy comes up.

BLaBrake
Posted on 07-13-14 07:58 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157429


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Quick note on the music. Putting an instrument on channel 5 of Mario Circuit seems to conflict with the skidding sound effect. I believe the same was true on the Player Select screen for me with the select sound. Also currently have Donut Plains, Choco Island, and Koopa Beach music changed out. No issues on those, so I'm guessing the 4, 6, 7 effects rule holds true to them.

BLaBrake
Posted on 07-26-14 07:44 AM, in Super Mario Kart custom music (How I do it) (rev. 4 of 08-04-14 11:07 AM) Link | Quote | ID: 157517


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There seems to be some ongoing interest in this and yet there's no real guide for it. I've spent many hours of trial and error to get some results. While this may not be a true tutorial, it should be enough of a guide to lead people into the right direction to make it happen. Here's my method. I'm open to feedback, mistakes being pointed out, and suggestions on how to make the process more efficient. Maybe in time we can compile a real tutorial for future hackers.


First off, I've been porting midis of non gaming songs. I use MVS's Ultimate Music Tutorial to prep my files. Follow the steps, but of course ignore the references to SMW and addmusic. We're not using those. You can find that guide here: http://www.smwcentral.net/?p=viewthread&t=54040

After you're midi is fixed and ready for insert, I export each instrument to it's own .mid file. Probably unnecessary, but it makes it easier for me to keep track of things. I export them to the folder with tinymm in it. Drag each .mid file into tinymm and now you'll have a .mml file.

Open the mml editing tool and then open one of your new .mml files you just created. Under tools, click the Fix MML File option. Copy the new text that was made and copy/paste it into a new .txt file.

At the top of what you paste, you need to change the following for each instrument. The layout goes in this order (ignore parentheses): #1(Channel) @15(Instrument) v200(Volume of instrument for mixing) y10 t39(Tempo)

Change each item as needed. You have channels 0-7 to work with. 3,5,6,7 are shared with sound effects. By experimenting, I've seemed to notice those channels are used for the following:

Channel 3-Pick up coins, jumps, end of the item pick up jingle, and bogged down off road sounds
channel 5-going through water or mud
channel 6- other drivers' engines
channel 7-your own engine

The rest of the commands are in the porting tutorial if you want to experiment with them. An instrument list can be found here under Dirtbag's notes: http://acmlm.kafuka.org/board/thread.php?id=4412&page=21

After all instruments are set, save your text file. Next go here to get messiaen's import tool. (It's about half way down the thread) http://acmlm.kafuka.org/board/thread.php?id=5604

Extract to a new folder. Put a copy of cmd.exe, a copy of the rom you're working with, and your new .txt files in there. Open the command prompt in the folder and type in "nspc yourfile.txt" You'll now have a file called "yourfile.txt.bin"

Make sure the new music is no bigger than the one you are replacing or else you will overwrite data and corrupt your rom. Here are the original sizes as noted in the Stifu's offset notes:

Title - 419
Player Select - 11E
Mario Circuit - 575
Donut Plains - 49F
Choco Island - 527
Koopa Beach - 43A
Vanilla Lake - 474
Ghost House - 2A2
Bowser Castle - 375
Battle Mode - 4A0
Podium (1st-3rd) - 210
Podium (4th) - 1D9
Credits - 454
Rainbow Road - 551

Still in the command prompt, type in the following: "smk -e yourfile.txt.bin yourSMKfile.smc 2" The number at the end is for the location that you are replacing. They are as follows:

1-Title Music (currently does not work)
2-Player Select
3-Mario Circuit
4-Donut Plains
5-Choco Island
6-Koopa Beach
7-Vanilla Lake
8-Ghost House
9-Bowser Castle
10-Battle Mode
11-Podium Finish (1st-3rd places)
12-Podium Finish (4th place)
13-Credits
14-Rainbow Road

Load up your rom and test it. Don't be surprised if you need to tweak things a few times with instruments and such to get it to sound right. That's why I said to use a copy of your rom.

Hopefully this has worked for you. If not, please let me know. I've gotten so much help from the community and now I want to give back.

BLaBrake
Posted on 07-26-14 07:48 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-26-14 07:50 AM) Link | Quote | ID: 157518


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I put together my process of how I've gotten music importing to work. It may not be the best manual ever written, but it's better than nothing. I'll improve it over time based on feedback I get on it. I figured it was time to move music discussion away from this thread since it's not a feature of Epic Edit.

http://acmlm.kafuka.org/board/thread.php?id=8008

BLaBrake
Posted on 07-27-14 03:56 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157529


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So I tried replacing the tile road graphics for Koopa Beach and it screwed up the water animation. I even tested by using a clean rom, exporting the tiles and then immediately importing them right back in and it still caused the same issue. Here's a screen shot of it. http://imgur.com/uCOb1eG I'm using EE 2.7.2 btw.

BLaBrake
Posted on 07-27-14 04:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157531


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Sorry for the lack of description. PM sent with the requested info. Thanks for checking it out.

BLaBrake
Posted on 07-28-14 09:24 AM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157540


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There's a couple of ways. You can use the data looping technique discussed in MVS's porting tutorial or remove an instrument's part that's not really essential. To play it safe, I've been using just a verse and chorus then let that loop. It's not like that races are that long to play through and it's kept my files sizes at about half of the original song's.

BLaBrake
Posted on 07-28-14 02:55 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157544


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The original music file sizes are as follows:

Title - 419
Player Select - 11E
Mario Circuit - 575
Donut Plains - 49F
Choco Island - 527
Koopa Beach - 43A
Vanilla Lake - 474
Ghost House - 2A2
Bowser Castle - 375
Battle Mode - 4A0
Podium (1st-3rd) - 210
Podium (4th) - 1D9
Credits - 454
Rainbow Road - 551

BLaBrake
Posted on 07-29-14 05:40 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157567


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Anyone have a clue on how to change what head is used on DKJR's body during his jump on the credits "Thank You" screen? I need to use the head that's used for victory if he wins a race.

BLaBrake
Posted on 07-29-14 05:52 PM, in Super Mario Kart custom music (How I do it) (rev. 2 of 08-04-14 10:56 AM) Link | Quote | ID: 157568


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Dirtbag, yes I found that channel 3 uses the coin pickup sound, jumps, the end of the picking up an item jingle, and the bogged down sound (like driving over snow on Vanilla Lake). I almost have all of my songs initially inserted. I plan on going back and tweaking them to work with the sound effects and loop a little better. I just found out about the [r1]99 trick to stop songs from looping too quickly.

Good point to mention that Lunar can be used to insert .bin's too. I'll add that later to the first post along with what sound effects go on which channel.

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.

Edit: Best I can tell channel 3 is for coin sounds, etc, channel 4 is open, 5 is for going through water and mud, 6 is for the other racers engine sounds, and 7 is your own engine sound.

BLaBrake
Posted on 07-29-14 11:17 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157570


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I replaced him with a person. His slot seems to be reversed from the others in the order that he animated. Starts in victory, then goes into regular standing. It's using his regular standing head on the jumping body. Here's a link to a pic to show what I'm talking about. http://imgur.com/o6S43nu

BLaBrake
Posted on 07-30-14 03:46 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157576


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I resolved my DKJR head issue by swapping the standing frame values at 5a4ba with the victory frame values at 5a4cc. Now he has the same pattern as the other characters and has the correct head while jumping. Just wanted to post how in case anyone else ran into the same thing.
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