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Mattrizzle
Posted on 05-23-07 09:04 PM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 2 of 05-23-07 09:05 PM) Link | Quote | ID: 37759


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Posted by trip dering
I have been having a problem with Tweaker.

I've tried to make a "Super Buzzy Beetle" that is invincible to Spin Jump and Cape, hurts to touch, and acts like a combination of the blue and yellow koopas (run fast, jumps over moving shells, and avoids ledges.) The only problem is that when I add all these extra bits, the GFX changes for some odd reason. Instead of using (for example) tile 0x30 and 0x31, it uses 0x30 and 0x40. Is there any way to fix this?

That'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.

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Mattrizzle
Posted on 05-24-07 05:45 AM, in SMB2 Music Patch! Link | Quote | ID: 37936


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Posted by Keitaro
While there's actually a formula for determining the exact amount of a tick, I tend to go by the following conversion chart for fairly faithful values (these are values Nintendo themselves seem to primarily use, so.)

Note conversions
------------------
Hex value - Note Length
03 - 32nd Note
04 - 16th Note Triplets
06 - 16th Note
08 - 8th Note Triplets
0C - 8th Note
12 - Dotted 8th Note
18 - Quarter Note
24 - Dotted Quarter Note
30 - Half Note
48 - Dotted Half Note
60 - Whole Note

Thanks! This will help greatly if I ever try convert a track from the MIDI format.


Posted by icegoom
There's still room for another level track?

Yes there is, and your post reminded me that I forgot to update the list. *updates it* There.


Hmm... other sound effects? How many more can you fit in? I suppose the sound that Shy Guys make coming out of Pipes in Yoshi's Island is a voice?

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.

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Mattrizzle
Posted on 05-24-07 06:34 PM, in SMB2 Music Patch! Link | Quote | ID: 38033


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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.

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Mattrizzle
Posted on 05-24-07 10:30 PM, in SMB2 Music Patch! (rev. 2 of 05-24-07 10:39 PM) Link | Quote | ID: 38138


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Posted by icegoom
Aw... Tetris Attack has some good stuff in it. Oh well, this is turning into a very nice selection of music anyway.

I was thinking that the Shy Guy sound could be useful for a Shy Guy generating vase. Maybe the rest of SMB2's enemy sound effects should be ripped from All-Stars. Is Birdo's spit sound different from the Yoshi spitting sound mikeyk used? I can't remember. Phanto's waking up sound effect could probably be put to use, as could Triclyde's fire spitting. Are you using the SMB2 "growing" sound effect when you get a Mushroom. I think that has a slightly different sound to it.
Triclyde'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.

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Mattrizzle
Posted on 05-25-07 03:28 PM, in SMB2 Music Patch! Link | Quote | ID: 38324


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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 Kins
Posted by Mattrizzle87
Until I can find a suitable track for bonus areas, SMB2's Character Select stays.
SMB1 Bonus Stage?
For 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.

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Mattrizzle
Posted on 05-25-07 10:38 PM, in SMB2 Music Patch! Link | Quote | ID: 38405


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Posted by The Kins
Posted by Mattrizzle87
For 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.
Awesome. So, are there any slots left unfilled?
Don'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.

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.

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Mattrizzle
Posted on 05-26-07 12:22 AM, in SMB2 Music Patch! Link | Quote | ID: 38427


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Posted by Remnic The Hedgehog
Mattrizzle87, if someone was to use Hyrule Magic and if that person made his own song for the LoZ: LttP rom, would you be able to hack it?
Yes, I could. As I have stated before, the formats are pretty much the same.

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Mattrizzle
Posted on 05-26-07 05:03 PM, in SMB2 Music Patch! (rev. 3 of 05-27-07 01:24 AM) Link | Quote | ID: 38660


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Posted by troopa pride

Dont you realise due to the space of SMW music bank and the fact that only spc format music can be ported that the ff7 music is impossible?
Didn'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-

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Mattrizzle
Posted on 05-27-07 08:52 PM, in SMB2 Music Patch! (rev. 5 of 05-27-07 09:06 PM) Link | Quote | ID: 38968


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Posted by troopa pride

That is becuase SMAS uses the same music format as smw and technicly since there was a smas+world, the music can be imported easily due to both smw and smas being in the same game
Actually, 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.

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Mattrizzle
Posted on 05-28-07 08:31 AM, in SMB2 Music Patch! (rev. 2 of 05-28-07 08:36 AM) Link | Quote | ID: 39118


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Posted by The Kins
Posted by icegoom
A quick thought on the desert map music: Maybe you could use the Doki Doki Panic star or subspace music? They both have a very Arabian sound to them and loop pretty quickly. I don't know how hard it would be for you to convert them into the proper format, but it might be nice to keep the music "in the family" wherever possible.
Bouche did SMAS SPCs of the DDP music, I'll try and dig them up if neccesary.
By 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.

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.


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Mattrizzle
Posted on 05-30-07 01:04 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 39470


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Posted by S.N.N.
Um. It's not a shoe. Did I do that bad It was supposed to be the bottom half of a key, but eh. Guess I need to do some big tweaking on it, thanks all.
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.

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Mattrizzle
Posted on 05-30-07 07:05 PM, in Title screen demo disaster (rev. 2 of 05-30-07 11:07 PM) Link | Quote | ID: 39589


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Posted by Phazorite
Well, I was recording the title screen and didn't use savestates when I messed up several times. I ended up opening and closing ZSNES a few times to get a demo that looked decent...until I found that hitting a star kills the music in the demo. Now when I try to open a new game in my hack it freezes on a black screen

Please don't tell me I've totally, permanently fried my hack. I have a backup, but it's nowhere near up to date. I could export levels if it comes down to that.

EDIT: Yes, I did uninstall the Title Moves recording ASM once I got a good demo. That bold red text in LM managed to bore through my thick skull at least

(I've been hacking SMW for about 9 months now at my own pace, it's not just like I DL'd LM yesterday. And BTW, don't ever ask these kinds of questions on SMWcentral unless you like your moldy green Lunar Magic cheese covered with flamesauce.
Yeah, 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 ).

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Mattrizzle
Posted on 05-30-07 11:28 PM, in SMB2 Music Patch! Link | Quote | ID: 39640


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Posted by icegoom
Ooh, I'd never heard Bouche's music from other games. (At least now I know where the star music from the SMB3 music patch came from. Not an existing Mario game, but an original composition) Listening to your subspace music, Mattrizzle, I'd say that maybe a drum track of some sort might make it sound a bit better. (A beat similar to SMB3's, I guess)
The 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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Mattrizzle
Posted on 06-01-07 04:24 PM, in SMW ROM Addresses (rev. 4 of 06-01-07 05:31 PM) Link | Quote | ID: 40838


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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

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Mattrizzle
Posted on 06-03-07 12:42 AM, in SMB2 Music Patch! Link | Quote | ID: 41473


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[citation needed]

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Mattrizzle
Posted on 06-05-07 05:01 PM, in SMW ROM Addresses Link | Quote | ID: 42614


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Posted by Smallhacker
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.


Now we could possibly make a jump from the subroutine these came from and make more graphics change when the special world is passed!

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Mattrizzle
Posted on 06-07-07 06:34 AM, in SMB2 Music Patch! (rev. 2 of 06-07-07 06:36 AM) Link | Quote | ID: 43224


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Posted by tyty210
for title screen could we use yoshi's island's title screen?
that is one of the best songs in that game.
Since 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.

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Mattrizzle
Posted on 06-07-07 05:26 PM, in SMB2 Music Patch! Link | Quote | ID: 43283


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Posted by Remnic The Hedgehog
There was a tune in Super Mario Kart that would normally make me cry because it was so beautiful and a lot of fun. It would remind me of Rainbow Road (I don't think that the Rainbow Road theme is the one I'm talking about) and I think it would be perfect for a starry sky level in a SMW hack.
Would 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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Mattrizzle
Posted on 06-07-07 11:47 PM, in SMB2 Music Patch! Link | Quote | ID: 43373


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Posted by Spontaneous Madness
@Mattrizzle: Is there a current track list in the thread somewhere? I can only find and older, outdated one.

Posted by Mattrizzle87
BTW, I update this post whenever I add a new track to the music patch.

Posted by Mattrizzle87
Don't forget that I edit this post whenever I add a new track/idea for a track.

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

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Mattrizzle
Posted on 06-08-07 06:09 PM, in How do you pronounce your username? Link | Quote | ID: 43628


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Mat-triz-zull

The i sound in the second syllable is short. I usually leave out the 87, which I added just because I wanted to change my username for the new board. My sister suggested that I use the last two digits of my birth year, so I went with that.

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Main - Posts by Mattrizzle

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