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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 106/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by trip deringYes, each tune that is currently in the patch is no longer in boldface. The updated patch hasn't been released yet, and it won't be until absolutely everything is in. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 107/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by icegoomI think that the second-from-right one on the bottom looks the best. It has the least red tones in it (Goombas are now a duller brown than they were in the past) and its head looks about the right width. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 108/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Must-stay-on-topic...
I do admit, I've went off topic many times in this thread(I should have made a separate thread for that tutorial, for example), but this has strayed too far off the topic of the SMB2 music patch. From now on, please PM me any music-related questions, and keep personal music requests to a minimum. For those of you who have already asked questions, I will answer you via PM sometime in the near future. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 109/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 110/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by ?That is correct. I think I made that too easy...Posted by ?Mattrizzle87? ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 111/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 112/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Pulled from SMW Central's ROM Map:
184F8 (80 bytes) Sprite Tilemap: Big Boo The addresses you want to modify in particular are: 1852D-1852E [A4 84] Lower back tiles while turning(column 1) 18531-18532 [A6 86] Lower back tiles while turning(column 2) And if you want to get rid of the vertical flip on these tiles, change all of the values at these addresses to 00: 18575-18576 [80 80] 18579-1857A [80 80] As for where to put the fixed tiles, I suggest creating an ExGFX file based on GFX file 06, and overwriting some of the aquatic enemy graphics (they aren't used anyway). EDIT: No offense, Skreeny. I mean, I didn't know it was you posting (or FirePhoenix0, for that matter) until now. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 113/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by icegoom I tend to take things too seriously sometimes. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 114/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Here's a new preview of the replacement tune for Valley of Bowser:
DDP Intro: Wart Battle Arrangement ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 115/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Here's few random addresses that I found in U.S. version 1.0:
368694 [51 01] Krusha's laughing animation 3686BE [50 01] What animation Krusha uses when defeated 368729 [FD 00] What animation Necky uses when defeated 368793 [5C 01] What animation Gnawty uses when defeated 369843 [56 01] What animation Dumb Drum uses when defeated 3FBA1A [2E 00] Animal jumping animation I don't have a complete list of the animation values yet. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 116/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by Kyoufu Kawa The earth is spinning like crazy! We're gonna crash into the sun!! But on a more serious note, it's awesome that you've implemented the palettes for the different times of day. Has the actual internal clock been implemented yet? ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 117/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I've added a track for the Valley of Bowser rising sequence:
SMB: Defeat Boss(In minor scale) I know it's not much, but it fits perfectly in the duration of the sequence. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 118/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 119/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by icegoomSomething makes it look too jumpy; perhaps it's how both the head and eyes move back and forth. It seems that either the head is too large in comparison to the body, or vice-versa. @ Ice Man: ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 120/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Thank you for starting this thread, lwares. I actually should have put the tutorial in a separate one in the first place.
So, do you want the locations of the tracks in the normal SMW music banks, the locations of individual tracks in the SMAS banks, or something else? (In other words, I wasn't ignoring your PMs, I'm just confused) The SMB Bonus and Overworld tracks are both in the same bank(SMB in SMAS only has one). ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 121/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I'll assume you already read my edited post.
Erm...about the last question, it depends on what exactly you mean by "taking hex codes from SPC files." But you could use my tutorial to put DW3 music into SMAS. Okay, here goes(this may be messy, so just ask me if I need to clarify): The first four bytes tell the SPC700 how long the block of data is, and where the music bank will be loaded into SPC RAM. For example, [9D 39 00 C0] means that the block is 399D bytes long, and that it is placed at C000 in SPC RAM. The next bytes are the track pointers in the bank. (As always, the pointers are byte-swapped, so [24 C2] is C224.) If you want to view the data as it appears in SPC RAM, dump the SPC to a file using an emulator, open it in a hex editor and go to C100(An SPC file has a 0x100-byte header). Keep in mind that with most of the DW3/SMAS music banks, the starting address +4 in the ROM is equivalent to C100 in an SPC dump. Now for an example of how to find the starting locations of SPCs in a ROM, we're going to find the start of the Pipe Maze map music in DW3. So, we take D3BD(the start of the track in SPC RAM), subtract C000(the start of track data in SPC RAM) from it, and add this value to 310204. So it starts at 3115C1. Here are the lists of tracks that are in each bank: Demo World 3 3023CF Music Bank loaded during Nintendo logo(Most of the pointers are identical to the Map Bank, below) C020 End Battle doesn't exist: Boss Battle 310200 Map C0CF SMB3 Ending C836 Grass Land CAF8 Koopahari Desert CC03 Island World CE37 Land of Giants CFFD Sky World D16C Sky World(Map 2) D2B1 Winter Wonderland D3BD Pipe Maze D4FC Castle of Koopa D5C6 Warp Zone D752 Toad's House D8C3 N-Spade Bonus D942 Music Box DA6F Underground DD6D Boss Battle(grabs some of its data from Level Bank leftovers) E1E1 End Battle 314200 Level C030 Coin Heaven C175 End Battle C224 Hilly C6C5 Plains CC00 Water CEE8 Bowser Battle D37E Cave/Interior D605 Fortress D7B7 Death D888 Game Over D905 Defeat Boss D9BC Goal DA4A Starman DBC5 Recover Wand DC9A Airship/Tank/Ship DE54 P-Switch DFC5 Restore King/Defeat Bowser E132 Hammer Bros. Battle E46E Boom Boom/Koopaling Battle E828 Bowser Falls E8E4 Title Screen EFC9 Mario Bros. Battle F2FE Bowser's Letter F3B0 Peach's Letter F46C Pipe Maze F626 YI Starman 31C200 Ending (SMB Music Bank) C02A Plains C85F Water CC8B Cave CF12 Castle D0B7 Starman D232 Rescue Princess(SMB) D4A0 Rescue Princess(Unused SMBLL w/ending version) D895 Rescue Princess(SMBLL) DC78 Cave/Water Intro DD4D Death DE09 Game Over DED4 Defeat Boss E07F Goal E1AC Bonus Area E592 Boss Battle E842 Bowser Battle EC6E SMB Title Screen F1BA SMBLL Title Screen Demo World 3+1 320200 Level, Part 1 (Other pointers are identical to DW3's) F6A2 YI Starman(remix; replaces YI Starman) FB80 Coin Heaven(1st set of pointers only; the rest of the track is in the same place as DW3) FB95 SMB2 Interior FCEF SMB Goal(Normally inaccessible) FE35 SMB2 Boss Battle(Normally inaccessible) 324204 Level, Part 2 (324223 in the ROM = 262A in an SPC dump) 262A - SMB Overworld 2E5F - SMB Underwater 3292 - SMB Boss Battle(Normally inaccessible) 3542 - SMB Bowser Battle(Normally inaccessible) 3A12 - SMB Castle Offsets for the other banks in DW3+1 are identical to DW3's. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 122/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by lwaresOf course there is, but there's a reason I haven't made a tutorial on that: It requires a knowledge of repointing data, as a great amount of data needs to be repointed(and by great I mean GR--*shot* ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 123/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I heard about this from blackhole89, but I've never seen this until now. This information is actually about SMW's native music format, not SMAS'.
Here, I've taken an excerpt from bgm.txt, with added/altered notes in square brackets: F0 ;echo off DA 03 ;[instrument=$03] E2 3C ;tempo=$3C E0 E6 ;volume=$E6 DB 0F ;[pan=0F] 18 3E ;length=$18, [?attack=$3E] B2 B2 B2 A6 B2 B2 B2 A6 ;[G,G,G,A,G,G,G,A] 06 ;length=$06 [The second byte hasn't been changed, so it remains at 3E] B3 B0 B3 B0 B3 B0 B3 B0 B3 B0 B3 B0 B3 B0 B3 B0 ;[G#,F,G#,F,G#,F,G#,F,G#,F,G#,F,G#,F,G#,F] 18 ;length=$18 B2 AD A6 ;[G,D#,A] 00 ;end The rest of this document looks very interesting. It appears to describe SMW's music format. If someone could translate the document, it may give sufficient information to do perfect conversions from SMW to SMAS's N-SPC format. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 124/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I see a few things that have incorrect labels/comments(specifically in b0.asm). I've corrected them below:
Labels I changed: ADDR_0080E8 -- UploadSPCEngine UploadMusicBank1 -- UploadSamples UploadMusicBank2 -- UploadMusicBank1 ADDR_008148 -- UploadMusicBank2 ADDR_008159 -- UploadMusicBank3 ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 125/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
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