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Mattrizzle
Posted on 05-09-07 11:09 PM, in SMB2 Music Patch! (rev. 2 of 05-10-07 04:21 AM) Link | Quote | ID: 34199


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Posted by Keitaro
Why not try a few new samples here and there? There's PLENTY of room for it in SPC memory, granted the physical rom location of the SPC sample pointers and intrument data currently prevents the addition of new ones due to other data seeming to come immediately afterwards (STILL can't for the life of me figure out how to repoint this Dx)
Is this what you're looking for, or did you mean to type RAM? The data right after this is the actual music data.
Here are many pointers I've pulled from the SMAS N-SPC engine(These locations are in an SPC file; 0x100-byte header not included):
558 [98 0F]
55E [A2 0F]
692 [AE 0F]
697 [AD 0F]
69C [B0 0F]
6A0 [AF 0F]
85A [FF BF] Start of music pointers written to $7E:1DFB, -1(high byte)
863 [FE BF] Start of music pointers written to $7E:1DFB, -1(low byte)
972 [E8 3E] Start of filter pointers
97C [F0 3E] Start of filter pointers
A09 [18 0C]
A0D [17 0C]
A14 [AD 0C]
C2E [98 0F]
D85 [65 0F]
1007[00 EC]
10B2[D6 17] Start of sound pointers written to $7E:1DF9, -1(low byte)
10B7[D7 17] Start of sound pointers written to $7E:1DF9, -1(high byte)
1220[3A 17] Start of sound pointers written to $7E:1DFC, -1(low byte)
1225[3B 17] Start of sound pointers written to $7E:1DFC, -1(high byte)

I still don't know how to change where the engine loads the instrument table or sample pointer table from. It was actually a fluke that I even found these as I don't know a single thing about SPC assembly...

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Mattrizzle
Posted on 05-10-07 06:25 PM, in SMB2 Music Patch! (rev. 2 of 05-10-07 09:48 PM) Link | Quote | ID: 34383


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Posted by Hamtaro126

I think you misunderstood, Mattrizzle87. I do know that it is not a N-SPC engine, but a NES Sunsoft music engine. These tools above (and maybe **Hyrule Magic) will help you port the game's music to N-SPC.

Do not put me in trouble please. I am making sense and I am trying to explain my best to you!
I guess I did kind of jump the gun there, Hamtaro126, though I do have may reasons for saying that. For one, I know that if I do fulfill this request, I'll have to be prepared to face a torrential downpour of them, and I can't possibly bear that responsibilty.

I followed all of your steps, and it seems that I didn't have to convert the MIDI to XM. MODPlug Tracker has a MIDI viewer/editor, which is good, because the MIDI format is similar to the N-SPC format in many ways. However there are many differences that I can't figure out(what determines the length of a note; finding the N-SPC equivalent to a MIDI tempo). I've never really dabbled with MIDI files before, so I don't know.

If all else fails, it wouldn't be the end of your hack, would it? I'm not trying to be negative here, but I am simply stating the fact that there is a possibility it won't work. If I do find out everything about the MIDI format, it will still take me a long time to recreate this track. After all, getting this new version of the SMB2 patch out is still my first priority in the SMW hacking community right now.
BTW, your hack does have one of the SMAS music patches patched to it, right?

From this point on, I ask that everyone who has a request please PM me the request. This thread is already far enough off-topic as is.

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Mattrizzle
Posted on 05-10-07 06:34 PM, in SMW ROM Addresses Link | Quote | ID: 34385


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SnifflySquirrel recently posted how to fix the solid tiles that appear when you bump a coin object from below with a block in this thread.

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Mattrizzle
Posted on 05-11-07 11:04 PM, in SMB2 Music Patch! Link | Quote | ID: 34671


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Posted by Keitaro
Why not try a few new samples here and there? There's PLENTY of room for it in SPC memory, granted the physical rom location of the SPC sample pointers and intrument data currently prevents the addition of new ones due to other data seeming to come immediately afterwards (STILL can't for the life of me figure out how to repoint this Dx)
I can port some of the samples from SMK and YC, but I can't directly port the instruments because many of them are much louder than the ones from SMAS. It would be very annoying for someone to have to turn down the volume whenever a YC or SMK tune played, and then back up again when the SMB2 music resumed.

Posted by Keitaro
Oh, no, I'm WELL aware of where they are in the RAM ;x 0x3D00 and 0x3E00 respectively....thats in SPC RAM.
Yeah, I knew their location. What I meant was I can't find the pointers to the tables so I can shift them around. I want to place those tables elsewhere in the SPC RAM without the SPC700 crashing, due to the fact that it can't find them.

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Mattrizzle
Posted on 05-13-07 07:46 PM, in SMB2 Music Patch! (rev. 2 of 05-14-07 06:06 AM) Link | Quote | ID: 35050


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Posted by blackhole89
Also, any particular reasoning behind moving the song table to $26EA? It confused the hell out of SST's autodetection. xD
I did this because I wanted the actual song data to start at C000 for every bank, rather than C020, C02A, and so on... Also, I can easily change how many songs are in the table without having to go through and change every single pointer in the SPC data manually.

Posted by blackhole89

Other than that, from looking at it, I can say you have done quite a good job. What's the first song from?
It's from Yoshi's Cookie; the third music choice in the VS. mode to be exact.

From looking at those screenshots, I noticed that you have the songs numbered incorrectly. #0 should be #1, 1 should be 2, and so on. Song 00 is always null. The songs were never in order in the song data of the original games, so why do they need to be here?

Posted by blackhole89

Also, would you mind uploading an SPC dump from the overworld bank so I can go have a look at that as well?
Here, but I do warn you. It's messier than the level bank. The actual song data starts at C120 in the file.

And yes Keitaro, I'd like to hear that music. Have you recreated any of the music used in the map screens?

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Mattrizzle
Posted on 05-14-07 04:35 PM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 35231


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icegoom: From what I can see, Sgraff wants the pyramids in the foreground to scroll at a different rate than the background clouds and pyramids, so that's the only way it can work.

Sgraff87: You're probably already aware of this, but I'll say it anyway. The shadows look like they're in a different perspective under that group of blocks on the right side. Are you going to add transition tiles for the pipes that overlap pyramids as well? Other than that, I love the simplicity of it.

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Mattrizzle
Posted on 05-15-07 09:25 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 35588


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Not exactly a request for a custom sprite, but I'm currently trying to make a giant Shy-Guy sprite using mikeyk's code. I've copied and pasted the giant Spiny's graphics routine into the Shy-Guy ASM and correctly renamed the subroutines, but I can't seem to make the sprite animate properly. It just slides across the ground with its first frame. Does anyone know what I'm doing wrong?

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Mattrizzle
Posted on 05-15-07 09:31 PM, in SMB2 Music Patch! Link | Quote | ID: 35591


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Posted by tyty210
would it be possible to add bongo drums when you get on yoshi for any of those tracks, that would make it seem more like SMW music then.
As far as I know, Super Mario All-Stars' N-SPC engine doesn't allow this, as it was made without Yoshi in mind. Once, I ported part of the grassland tune from SMW to the N-SPC format and it always had bongos, regardless of whether Mario was riding Yoshi.

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Mattrizzle
Posted on 05-16-07 07:53 PM, in SMB2 Proto Released (rev. 3 of 05-16-07 07:55 PM) Link | Quote | ID: 35823


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We have gone far off topic. The ROM has already been leaked, and tearing other people down definitely doesn't solve any problem. Can someone please close this thread?

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Mattrizzle
Posted on 05-16-07 08:21 PM, in Kirby vs. Shy-Guy Link | Quote | ID: 35828


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I love BG Bandit's expression in the last panel, too. It's like his life flashed before his eyes there.

Posted by Peardian

Edit: Oh, and...

Did you make that Handfake from scratch? If so, that's (using outdated slang) groovy!

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Mattrizzle
Posted on 05-17-07 06:55 AM, in Kirby vs. Shy-Guy (rev. 2 of 05-17-07 06:56 AM) Link | Quote | ID: 35957


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Did you use a filter to smooth out the resized Dorocche, or did you do it manually? I'm asking because he's still slightly rough...it's still pretty nice though. I really like that translucent blur effect.

Are these characters going to appear in later comics? (You might not want to answer this yet, but I was just curious)

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Mattrizzle
Posted on 05-17-07 04:35 PM, in Kirby vs. Shy-Guy (rev. 3 of 05-17-07 04:37 PM) Link | Quote | ID: 36015


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I hate dragging threads too far off topic, but do you know where I might be able to find rotsprite? I googled it and only came up with a broken link(on the board where the person who created it posted it). I am creating custom heads to use in NBA Jam, and this would prove to be useful, as 5 frames are rotated at different degrees to create 15.

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Mattrizzle
Posted on 05-17-07 09:58 PM, in Kirby vs. Shy-Guy Link | Quote | ID: 36052


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Someguy: Thanks, but for some reason it's not entirely working for me. After clicking Run, it seems to do nothing.

Peardian: Wow! I just looked at your maps. Keep it up and you'll have all of the Beanbean Kingdom mapped by yourself!

As for the wallpaper, the rotsprite resizing makes it look almost hand-drawn, adding a very interesting touch.

On topic, I can only imagine what would happen to General Guy's army if they ever reach Prince Froggy's fort. Heh heh...

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Mattrizzle
Posted on 05-17-07 10:18 PM, in SMB2 Music Patch! Link | Quote | ID: 36055


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Posted by troopa pride

We already have castle music and the point of music patches is to avoid SMW music.

Not necessarily, but it seems that all of the SMW tracks beyond a certain length sound kinda crappy (certain notes are the wrong length, volume is too loud, etc.) when I try to port them.

Posted by troopa pride

BTW, Mattrizzle, you said something about SML2 and 3 music.
Can they be in a separate patch? There are too many fan-favorite SML2&3 tracks to add only 1 song, rather than a whole soundtrack.

Yes, I did mention the possibility of adding SML2 and 3 music, but only if Keitaro posts the files of the ports he made.

Also, I'm wasn't planning on making an entire patch of these tracks. I'm currently focused on finishing this patch, and I don't want to be bogged down by too many projects. Keitaro could make this if he wanted to(I'm not saying he does want to).

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Mattrizzle
Posted on 05-18-07 02:36 AM, in won't be on a while (rev. 2 of 05-18-07 02:38 AM) Link | Quote | ID: 36108


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Oh man, that's gotta hurt. Be thankful that you didn't break more than that. Hope you get well soon!

The worst thing I've ever done to either of my arms is that I somehow dislocated my elbow... Perhaps I need to get out more.

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Mattrizzle
Posted on 05-19-07 08:09 PM, in SMW ROM Addresses Link | Quote | ID: 36453


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Posted by The Kins
Posted by Smallhacker
How to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario):

Change 06D79 to A900, 1B87C to A900 and 0B6C0 to A000.

The first one is for level interaction, the second one is for sprite interaction and the third one is for fixing a problem with solid sprite interaction.
This intrigues me for reasons that may well be obvious...
Do I smell a new Ninji Saga?

Puntin' Chuck
1CDAD [14 EC] X-position of sprite spawned by Puntin' Chuck(facing right/left)
1CDAF [00 FF] X-speed of sprite spawned by Puntin' Chuck, high byte(facing right/left)
1CDB1 [18 E8] X-speed of sprite spawned by Puntin' Chuck, low byte(facing right/left)
1CDC6 [08] Status of sprite spawned by Puntin' Chuck
1CDFE [E0] Y-speed of sprite spawned by Puntin' Chuck


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Mattrizzle
Posted on 05-20-07 03:45 AM, in SMB2 Music Patch! (rev. 3 of 05-20-07 04:22 AM) Link | Quote | ID: 36606


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Now would be the perfect time to dig up Bouche's posts from the oldest board archive(over 5 years ago), but for some reason all but the header and footer of his old posts seem to be missing. I'll see what I can find in my files, though. I think I may have copied the post that got me into music hacking to an old Word document.

EDIT: Found it! This document is a compilation of some of Bouche's posts, which should give you some basics on hacking the SMAS N-SPC engine. I dunno why it's in Rich Text format, as I didn't make this document.

Also, here is an incomplete list of the N-SPC commands, along with an even more incomplete list of SMW's commands. Note that not all of SMW's commands are correct.

Hopefully, this will aid some people in learning how to hack the music on their own.

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Mattrizzle
Posted on 05-21-07 03:58 PM, in Graduation! Link | Quote | ID: 37212


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I graduated last year, but I originally would have graduated in 2005 had I not been held back in 3rd grade(I was a very hyperactive kid who never got his schoolwork finished). I didn't get to post this last year though, as I wasn't connected to the Internet.

Now I need to take driving lessons, get my driver's license, find a summer job, and look for a college to go to(somewhere local, as my brother and sister have many loans that need to be payed).

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Mattrizzle
Posted on 05-22-07 06:15 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 37357


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Posted by tyty210
I need a way to stop the shelless koopas from jumping back into their shells
You can do that without extensive ASM hacking. Just use Tweaker or Mario World Reconfigurator.

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Mattrizzle
Posted on 05-23-07 07:50 PM, in SMB2 Music Patch! Link | Quote | ID: 37742


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[citation needed]

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Main - Posts by Mattrizzle

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