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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 126/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Two SMW tracks that I converted to the SMAS N-SPC format:
Main Map Vanilla Dome Should I include all of the SMW Map tracks as extra tracks in the patch? (except for the Special World music, as repointing all of that data would take forever ) Also, thanks to the information at http://smw-vip.hp.infoseek.co.jp/, I've updated my document of SMAS' N-SPC commands to include all of the equivalent values in SMW's engine. You can grab it here: http://mattrizzle.16bitzone.com/docs/spc_scale.txt Edit: The music tempos are now boosted by 1. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 127/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by HyperHackerIt's possible, just not with this program. It would involve finding where the SMRPG samples are in an SPC RAM dump, copying and pasting them at the end of the sample bank in SMW(78200) and changing the tables to point to them. Of course, not all of the SMRPG samples would fit, as SMW only has one bank of samples. SMRPG has a buttload of them. I'm forgetting to mention that you'd also have to make new instruments which use the SMRPG samples. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 128/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by PacSMAS has two samples that SMW doesn't: The trumpet and timpani, and most of the instruments SMW uses are different from those in SMAS (mainly in how they're tuned; some have other differences). For these conversions, I ported SMW's instruments to SMAS, but still used the SMAS percussion (the difference isn't very noticeable). Edit: After listening to the conversions again, the tempos of both seem to be a little slow. To blackhole89 (or anyone else that knows about the SMW and SMAS music formats): Is the tempo conversion below accurate? SMW tempo + 1 = SMAS tempo Edit 2: As blackhole89 suggested, I made two test SPCs with one looping 100-tick note, and experimented with the tempos in SMAS. With the formula for calculating a tick that he gave, I figured one value had to give an error (512/[0] ms). I tried 00 in SMAS and a second note never played. For SMW, FF produced the same result. So I actually believe what I typed above to be accurate. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 129/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by StifuYes. Aside from being compressed, Super Mario Kart uses the same format as Super Mario All-Stars and many other first-party games. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 130/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
What always bothered me about Yoshi's Island is that the Yoshis are colored differently in the game itself than they are in the intro (light brown Yoshi; red boots instead of dark brown Yoshi; different-colored boots for each Yoshi) A while ago, I made a patch that corrects this, but I figured this would be more useful to those who are working on a YI hack (I'm not).
Get it here: smw2_yoshicolorfix.zip This also switches the order that the red and pink Yoshis appear in the levels, so that they match the order on the map screen. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 131/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by BioWhat you just described sounds exactly like how Super Mario Kart, Yoshi's Island, etc. handle the music. If you want to get some custom code running as you described, you might want to check out those games (I have very little knowledge of 65816 assembly, but I can tell they do this by looking at the SPC RAM). But the list of music that would have to be loaded on a per-level basis is: Current level music Death Game Over Boss Defeated Level Cleared Starman POW Secret Exit ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 132/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I've added all of the sound effects I'm going to add, but it seems I've hit yet another snag...
SMW Castle= 0x75F bytes SMW2 Castle= 0x5BA bytes SMK Koopa Beach= 0x5E0 bytes SMK Rainbow Road= 0x783 bytes Size of blank space 1 (2627-2A47) in N-SPC RAM= 0x421 bytes Size of blank space 2 (BC8C-BFBF) in N-SPC RAM= 0x334 bytes Unless the last tune is a shorter one than those listed above, or I chop up and scatter the pieces of a song, I won't be able to add anything in slot 0x18. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 133/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by MadMikeXP 3The custom SPCs use SMW's pre-N-SPC music format, while the current music patches use SMAS' N-SPC format, meaning that they would conflict. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 134/202 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: 135/202 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: 136/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I've now sorted it out, which means the level music bank is finished!
Music track 18 is Pipe Island from Yoshi's Safari. I should note that the music programmers for Yoshi's Safari and Yoshi's Cookie wasted a lot of space, as they didn't use the call loop command at all! By adding this command throughout the track, I've reduced its size from 70B bytes to a mere 3F6 bytes. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 137/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I just wanted to tell you that I will no longer make a new post each time I have a new preview SPC to show you. Instead, I will edit the track list to include a link to the preview of a new track.
However, expect me to make a new post when I release the patch (which shouldn't be too far into the future), or to answer any questions. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 138/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Someone named cfh on the Donkey Kong Universe Forum is recreating the DKC engine, which he will eventually make a level builder for. You can find some demos of the engine here.
However, this isn't the same thing as hacking the ROM. If you want to do that, here's the next best thing: DKC ROM Documents by giangurgolo You'll need a hex editor such as XVI32 or Translhextion to edit the data. Note that the info here is for the U.S. version 1.0 ROM. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 139/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by blackhole89I just wanted to add that I know of two other games which use this SMW-native music format: Pilotwings (no surprise, as it was being worked on at the same time as SMW) and Panel de Pon/Tetris Attack (strange, as it was released in 1995; the N-SPC format was already the standard). Not absolutely necessary, but how hard would it be to add a feature which can convert a WAV file to a BRR sample, and insert it into a ROM? I know this would be limited, as a single sample can take up a buttload of space. Also, will you add support for editing the sound effects? ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 140/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
>>60018
About the format of sound effects: For many games (Kirby's Dream Course, Super Mario Kart, & Yoshi's Safari to name a few), the sounds are in exactly the same format as the music, aside from the fact that the header commands aren't used (echo & tempo). However, the sound effects of Super Mario World and Super Mario All-Stars are a bit more limited. For one, they can only use one channel. Also, only these commands can be used: E0, F1, F2, and F9. As with a single channel in a pattern, 00 ends the sound. In addition to this, FF makes the sound loop until another one is played on the same channel (as with the drum roll sound in SMW). Blackhole89, if you need to know more about this, just ask me. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 142/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by mimicmikeyk altered more than just the sprites in the new version. Did you extract everything from the RAR and overwrite all of the outdated files in your sprite tool folder? At first, I had the same problem until I realized I didn't do that. Posted by Ice ManYou can easily make it 32x32 by following these instructions: 1. In the ASM file, edit the displacement maps as follows... HORIZ_DISP: ...and for the shell: HORIZ_DISP2: 2. Make the following changes to the CFG file: Object clipping, table offset (0-F): [9] Sprite clipping, table offset (0-3B): [16] Posted by mikeykSpiffy! Now perhaps I can work on custom SMB3 Koopas that function separately from the default SMW ones, and a-- *trampled by an angry mob for not working on the SMB2 music patch* ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 143/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Two more glitches:
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Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 144/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by blackhole89Here are those locations in Super Mario All-Stars' SPC RAM. Note that these addresses don't include the spc dump header. 166D-173B Sound effect instrument table (23 instruments; 9 bytes each) [I don't know what the 70 70 00 10 bytes are, but the rest is like the music instrument settings, aside from the fact that the last tuning byte doesn't exist.] 173C-17D7 Sound effect pointer table (I/O port 4, $1DFC in SMW; 78 sounds) 17D8-1865 Sound effect pointer table (I/O port 1, $1DF9 in SMW; 71 sounds) And the corresponding locations for SMW: 5570-561A Sound effect instrument table (19 instruments; 9 bytes each) 561B-5682 Sound effect pointer table (I/O port 4, $1DFC in SMW; 52 sounds) 5683-56D6 Sound effect pointer table (I/O port 1, $1DF9 in SMW; 42 sounds) As I have said before, the sounds written to I/O port 2 ($1DFA) are hardcoded. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 145/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Thanks to the info mikeyk just gave, I've found a way to fix the other problems with the Giant Koopa. Just replace the main routine with the following:
dcb "MAIN" ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 146/202 EXP: 226509 Next: 2670 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
The arrangement of the SPC data in the Kirby's Dream Course was wasteful, and I got tired of trying to reduce the size of the track, so I decided to go with the Course Select tune from Stunt Race FX. I have the tune sounding fairly decent, but then I realized that SMAS has no cymbal instrument. Instead of looking through the SPC dump of Stunt Race FX for the sample, my short attention span caused me to start experimenting with custom sprites. Yeah, that pretty much sums it up.
Honestly, I want to just stop adding more map music in and move on to the ending bank. ____________________ |
Main - Posts by Mattrizzle |
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