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Please chime in on a proposed restructuring of the ROM hacking sections.
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Mattrizzle
Posted on 06-20-07 06:57 AM, in SMB2 Music Patch! Link | Quote | ID: 47149


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Posted by trip dering
So everything NOT bolded on page 2 (your progress post) is in the hack?

Where can i find teh updated patch? or is it even posted?

Yes, 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.

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Mattrizzle
Posted on 06-20-07 06:51 PM, in Mario's Lost World Link | Quote | ID: 47236


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Posted by icegoom

Here's something I keep picking at, Goomba graphics:



The one on top is the one I'm currently using, the bottom one is from my NSMB remake, and the others are in various stages of completion. (There's some of Nintendo's artwork there for reference) Opinions on this?
I 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.

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Mattrizzle
Posted on 06-21-07 06:19 AM, in SMB2 Music Patch! Link | Quote | ID: 47442


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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.

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Mattrizzle
Posted on 06-22-07 04:38 PM, in Guess who the poster above you is. (rev. 2 of 06-23-07 02:19 AM) Link | Quote | ID: 48309


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Okay, here goes...

Hints:
  1. I generally post the in ROM Hacking forums.



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Mattrizzle
Posted on 06-22-07 04:46 PM, in Guess who the poster above you is. (rev. 3 of 06-22-07 07:16 PM) Link | Quote | ID: 48320


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Posted by ?
Posted by ?
Okay, here goes...

Hints:
  1. I generally post the in ROM Hacking forums.


Mattrizzle87?
That is correct. I think I made that too easy...

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Mattrizzle
Posted on 06-22-07 09:44 PM, in What I was doing before the anonymous thing. (rev. 4 of 06-23-07 02:21 AM) Link | Quote | ID: 48474


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I was sleeping. It's been this way ever since I woke up this morning.

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Mattrizzle
Posted on 06-23-07 01:22 AM, in Big Boo Boss graphics troubles (rev. 5 of 06-23-07 02:35 AM) Link | Quote | ID: 48613


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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.

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Mattrizzle
Posted on 06-23-07 02:19 PM, in Big Boo Boss graphics troubles (rev. 2 of 06-24-07 12:09 AM) Link | Quote | ID: 48892


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Posted by icegoom
Erm... yeah, I was, like, totally going to post that, but anonymous Mattrizzle beat me to it by seconds. Yeah, totally.
Now that kind of freaks me out... Sorry about that, icegoom.

I tend to take things too seriously sometimes.

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Mattrizzle
Posted on 06-23-07 11:58 PM, in SMB2 Music Patch! Link | Quote | ID: 48958


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Here's a new preview of the replacement tune for Valley of Bowser:
DDP Intro: Wart Battle Arrangement

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Mattrizzle
Posted on 06-24-07 12:24 AM, in Donkey Kong Country (SNES) Addresses? Link | Quote | ID: 48965


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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.

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Mattrizzle
Posted on 06-25-07 05:22 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 49427


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Posted by Kyoufu Kawa
Heh heh hahahahaha!

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?

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Mattrizzle
Posted on 06-26-07 03:29 PM, in SMB2 Music Patch! (rev. 2 of 06-26-07 03:33 PM) Link | Quote | ID: 49760


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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.

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Mattrizzle
Posted on 06-26-07 06:16 PM, in SMB2 Music Patch! (rev. 3 of 06-26-07 06:21 PM) Link | Quote | ID: 49798


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I uploaded the file again. 1F6 is set to 07 now, so it shouldn't be playing nothing. Hopefully it works this time...

And as for what SPC player I use to test the SPC files, I use SPCPlay, made by the creators of ZSNES.

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Mattrizzle
Posted on 06-26-07 11:18 PM, in Mario's Lost World (rev. 2 of 06-26-07 11:20 PM) Link | Quote | ID: 49897


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Posted by icegoom



The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames.
Something 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: icegoom used the extended animation feature on the Pokeys, so he knows about it. Oops, he already explained it.

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Mattrizzle
Posted on 06-27-07 08:30 PM, in Music Bank editing help (rev. 2 of 06-27-07 08:34 PM) Link | Quote | ID: 50202


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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).

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Mattrizzle
Posted on 06-28-07 12:01 AM, in Music Bank editing help Link | Quote | ID: 50263


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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.

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Mattrizzle
Posted on 06-28-07 03:12 AM, in Music Bank editing help Link | Quote | ID: 50305


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Posted by lwares

Is there anyway I could use this data to mix and match music banks.

So it's like this:

01 SMB. Overground
02 SMB. 2 Overground
03 SMB. 3 Athletic
04 SMB. 3 Overground

Any thoughts?
Of 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*

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Mattrizzle
Posted on 06-28-07 03:25 PM, in Adding overworld music (rev. 3 of 06-28-07 03:26 PM) Link | Quote | ID: 50399


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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.

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Mattrizzle
Posted on 06-28-07 05:51 PM, in SMW and 65816 pros: Look here (rev. 3 of 06-28-07 05:56 PM) Link | Quote | ID: 50429


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I see a few things that have incorrect labels/comments(specifically in b0.asm). I've corrected them below:

UploadSPCEngine: LDA.B #$00 ; \ this address (0E:8000) is the start of the SPC engine/
STA.W $0000 ; |instrument settings/sound effect data
LDA.B #$80 ; |AND the code used for all music banks.
STA.W $0001 ; |
LDA.B #$0E ; |
STA.W $0002 ; /
UploadDataToSPC: SEI
JSR.W SPC700UploadLoop
CLI
RTS

UploadSamples: LDA.B #$00 ; \ ; Index (8 bit)
STA.W $0000 ; |
LDA.B #$80 ; |Loads The Address 0F:8000 to 00-02
STA.W $0001 ; |[SPC Sample Pointers/Data ROM Address, this is]
LDA.B #$0F ; |
STA.W $0002 ; /
BRA StrtSPCMscUpld
UploadMusicBank1: LDA.B #$B1 ; \
STA.W $0000 ; |
LDA.B #$98 ; |Loads the Bank 1 music data (Map) to 00-02
STA.W $0001 ; | ($0E:98B1)
LDA.B #$0E ; |
STA.W $0002 ; /
...
UploadMusicBank2: LDA.B #$D6 ; \
STA.W $0000 ; |Loads the Bank 2 music address(Levels)
LDA.B #$AE ; | (0E:AED6)
STA.W $0001 ; |
LDA.B #$0E ; |
STA.W $0002 ; /
BRA StrtSPCMscUpld
UploadMusicBank3: LDA.B #$00 ; \
STA.W $0000 ; |Bank 3 music(Ending) ROM address
LDA.B #$E4 ; |
STA.W $0001 ; | ($03:E400)
LDA.B #$03 ; |
STA.W $0002 ; /

Labels I changed:
ADDR_0080E8 -- UploadSPCEngine
UploadMusicBank1 -- UploadSamples
UploadMusicBank2 -- UploadMusicBank1
ADDR_008148 -- UploadMusicBank2
ADDR_008159 -- UploadMusicBank3

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Mattrizzle
Posted on 06-30-07 03:11 AM, in So, Mario Kart DS did this... Link | Quote | ID: 50846


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I say let people snake. I'm not concerned about my record; I just play to have fun.

What really annoys me on WI-FI is when someone hacks the game to get an unlimited number of items, which they then use frequently until the game locks up (on my end, anyway). That is cheating.

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