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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 66/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by trip deringThat's because it's using the Koopa Troopa tilemap. MikeyK didn't add tilemap support to this version of Tweaker. To give the sprite Buzzy Beetle tilemap, open your ROM in a hex editor, go to $9E91 and change 00 to 5A --OR-- Download Mario World Reconfigurator and change Sprite 12's Graphic Byte 2 to 5A. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 67/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by Keitaro Thanks! This will help greatly if I ever try convert a track from the MIDI format. Posted by icegoom Yes there is, and your post reminded me that I forgot to update the list. *updates it* There.
Sound effects take up an extremely small amount of space in comparison to music, so its more about how many values allow sound effects to be placed in them. Super Mario All-Stars had 71 sounds that could be written to I/O port 1(1DF9), and 78 sounds that could be written to I/O port 4(1DFC). But these tables could be expanded to allow up to 127 sounds for each of these I/O ports--that's a whopping total of 254 sounds! The reason I'm limiting it to 127 sounds per port is because I think values of 80h and higher are special commands. Currently in this patch, only 42 sounds are used for $1DFA and 52 for $1DFC. You can do the math from here. And about that Shy Guy sound, I can't remember. I'll have to muck around in a YI SPC dump again. The "voice" sample I'm referring to is the one of Baby Mario crying. It's also used for Kamek and Baby Bowser's voices, as well as the Dancing Spear Guy, fleeing Fly Guy and hurt boss sounds. Not all of the sound effects have to use the same samples they originally used, so I might be able to compromise. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 68/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
AUGH! I was wrong again. It just so happens that Tetris Attack strangely uses the same SPC format as SMW as well. Which is sad, because I really liked that track. I guess I should always look before I leap! The good news is that someone could make a music patch that still uses SMW's SPC engine, with SMW, PW and TA music.
Until I can find a suitable track for bonus areas, SMB2's Character Select stays. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 69/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by icegoomTriclyde's fire spitting is no different than the Bowser Statue fireball sound, nor are the Birdo spitting and SMB2 growing sounds any different than the Yoshi spitting and SMW growing sounds. For reference, here's a list of all of the sounds that are unique to SMB2 in All-Stars: Choose character Falling from beginning door in 1-1(I know it uses the same value that the boss falling sound used in SMW, but it starts at a higher note and it's longer) Lose a heart Charge up jump Climb vine Grab sprite Grab object Enter vase Exit vase Throw Kill enemy Cherry/Heart collection when big Hawkmouth opening Hawkmouth closing Background Phanto's eyes glowing Phanto waking up Wart spitting And yes, I will add the Shy Guy spawning sound in. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 70/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Spontaneous Madness: I know you were trying to build me up, but there is a God, and I don't deserve to be called by his name. I am merely a human being. Your post inspired my new title.
Posted by The KinsFor some reason, I always forget that Bouche never put this track in any of his patches. The ideal track here would be the music that plays when you enter a vase in Super Mario Advance, but since it is in a different format, I'll go with this.Posted by Mattrizzle87SMB1 Bonus Stage? ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 71/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by The KinsDon't forget that I edit this post whenever I add a new track/idea for a track. I've also added a possible list of sound effects I'll be putting in.Posted by Mattrizzle87Awesome. So, are there any slots left unfilled? But if you want a simple answer, there's one in the level bank, 21 in the overworld/map bank, and 22 in the title screen/ending bank. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 72/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by Remnic The HedgehogYes, I could. As I have stated before, the formats are pretty much the same. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 73/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by troopa prideDidn't you read the previous posts? These are MIDI files, which could be manually remade in N-SPC, provided that the MIDIs only use 8 of the 16 channels. (N-SPC only supports a maximum of 8 channels) For some reason, the KSS Boss theme MIDI sounds slightly off. I really do like that last one, but I don't know if it'll fit this patch(not that there isn't enough space, but the style). Then again, the tracks I have in do have varying styles, but that what happens when you port music in from various games. For the second time, we really must stay on topic, which is the SMB2 music patch! I don't want this thread to be closed until I have released the patch and people have tested it. There are exactly 22 samples in SMAS, which isn't that limited. -end of post removed, as it is now useless since Keitaro posted a complete list- ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 74/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by troopa prideActually, the SMAS+SMW ROM still has both the SMW and SMAS engines in it separately. They don't use the same format as each other, thus can't be imported easily. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 75/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by The KinsBy chance, were those DDP SPCs originally made for DarKnight/Shroomy's(whoever it was) cancelled SMAS SMB2-to-DDP hack? How many of the tunes did he recreate? Are they straight ports? Man, I'm asking too many questions. Anyway, they'd probably be useful for the patch, so please try to dig them up.Posted by icegoomBouche did SMAS SPCs of the DDP music, I'll try and dig them up if neccesary. icegoom: Yes, with this being a SMB2 music patch, I do want to squeeze in as much SMB2/DDP music as I possibly can. I just converted the Doki Doki Panic Subspace tune to N-SPC. It didn't take very long at all, though it is pretty lacking. Off topic, I sent Bouche an E-mail a few days ago, but I still haven't received a response. Either the e-mail address on his site is out of date, he doesn't want to respond because he doesn't know who the heck I am, or like most people, (including myself) he doesn't check them often. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 76/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by S.N.N.If that's the case, try this on for size: You don't need to credit me. I did make this for you, after all. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 77/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by PhazoriteYeah, the reason that the star kills the music is because there isn't a track for slot 0D(what would normally be star music) in the map music bank. Thus, the SPC700(Super Nintendo's sound chip) crashes, and anything that switches the screen mode will freeze the game. No, I don't think your hack is permanently fried. I'm not certain(my hack is on currently on thin ice, and I haven't recorded a title demo yet), but can't you just reinstall the Title Moves recording ASM and record a new demo in which Mario doesn't grab a Starman/hit a P-Switch/enter a pipe/beat the level/die? If all else fails, remember that you should always keep a backup of your hack, just in case something screws up (which can happen very easily ). ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 78/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by icegoomThe star music in the SMB3 music patch was actually based on the Yoshi's Island star music. As for the subspace SPC file, that was a just a test to see if I could recreate it. I never added it to the patch. So yeah, if I do make a version of my own, it will use several instruments. I really want to add Bouche's arrangement of the DDP subspace tune to the patch. For some reason it's very hypnotizing! It would like to get his permission first (if he even cares, that is), but I don't know if the e-mail address I have for him is even his current one(he didn't respond). ____________________ |
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Red Cheep-cheep Level: 33 Posts: 79/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
538D-538E X-Speed At Which Mario Enters/Exits a Horizontal Pipe
538F-5390 Y-Speed at Which Mario Enters/Exits a Vertical Pipe 6116-6119 [00 46 83 46] Tileset to use for Mario, paged by status ($7E0019) 611A-615F Tile expansion pointer table (Small) 6160-61D9 Tile expansion pointer table (Big){This was mislabeled in SMW Central's ROM Map.} 61DA-6205 Tile expansion table 638C-638D [00 40] Mario's palette(left/right) 65AA [3D] Which animation frame value to start pulling tilemaps from the size-independent table ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 80/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 81/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by Smallhacker Now we could possibly make a jump from the subroutine these came from and make more graphics change when the special world is passed! ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 82/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by tyty210Since the Title screen/ending bank isn't being used for much save for those tunes, I suppose I could add in some alternate title music. But the default title screen music will still be SMB2's. Also, keep in mind that each extra tune I add in will prolong the time until the release of this patch. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 83/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by Remnic The HedgehogWould it happen to be Vanilla Lake? I was actually planning on adding in the Koopa Beach tune for coastal levels(the type you see in NSMB) into the final slot, but I'm not for sure. ____________________ |
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Red Cheep-cheep Level: 33 Posts: 84/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by Spontaneous Madness Posted by Mattrizzle87 Posted by Mattrizzle87 Please check the previous pages before you ask a question that's already been answered. I know this is a huge thread, but this can be avoided. I'll say it again: This post = Track list ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 85/202 EXP: 226501 Next: 2678 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Main - Posts by Mattrizzle |
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