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Oh my god, Kattwah's layout works!
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In SMW, channels 5, 7, and 8 are usually set to quiet percussion (usually kick drums, as these channels are sound effects, and SFX > Music in priority). I'm not sure how it works in SM64, so it could either be the same, or different.
Something else that would be interesting (once you finish with the instrument changing) would be the label loop, which would even further reduce the size of the insertion. Are you familiar with this works? If not, I can show you one of my more recent MMLs that uses it.
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messiaen
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| Posted on 01-29-09 07:26:21 PM (last edited by messiaen at 01-29-09 04:27 PM) |
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In SM64, instrument @127 is drums, though that sometimes depends on the 'instrument set' the sequence uses. Some don't have drum samples. Others, like the title screen, have many different percussion samples (ie, snare drum, hi hats, etc), each one associated to a specific instrument.
Its a bit more complex than SMW because there isn't a master index for instruments, but rather 'sample collections' with their own indexes (which is what the '@' command translates to). If this sounds confuse, hopefully it will be easier to understand once I finish the samples documentation for each 'instrument set'.
I'm not familiar with the loop labels, but by the name I guess it means to reuse a loop specified earlier by assigning a label to it. Is this how it works? It would be really nice if you could provide some examples.
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Holavoir
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Thank you, your advice helped! Now I've got to experiment with the actual music...  |
Pinhead
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I hope i'm not off-topic; by the way i had a little problem. When i tried to use the tool mml2m64.exe, the system answered with an error about the application's configuration. I solved installing the latest Microsoft Visual C++, available here: http://www.microsoft.com/eXPress/download/
Maybe it's obvious to all people here, but not to a common, newbie in hacking, user, so i found it was good to post it here. |
messiaen
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This was only needed - by a mistake in the project settings - if you downloaded the very first release, which I have already deleted from my Google site. The current 'stable' version (0.1b) doesn't need any special DLLs, and the "0.2 beta" posted a few days ago wasn't built anymore with Visual C++ but with a more standard GCC compiler, so I won't have this kind of problem again.
____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
Pinhead
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| I'm seeing now. Thanks for the work. |
Stevoisiak
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The new beta has a problem. It has the zelda and Mario Kart inserters, but not the mario 64 one. It took me 2 hours to figure out that the reason it kept thinking my ROM didn't have enough space was because I was using the Mario Kart inserter.  |
luigiman1928
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| Ok i have troubles, i used a MIDI from vgmusic, and it does'nt play. Why is dis? |
messiaen
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There is a bunch of things that could have wrong. I would suggest reading again the documentation and experimenting a lot. Some MIDIs just won't work well with tinymm, so I would recommend trying using another MIDI of the same song if you can find it.
If you have problems using the sequence inserter, I will release a graphical interface in a few days, so this part will be much easier.
By the way, here are some nice music mods done with mml2m64:
- Sonic 3 File Select (RDX12606)
- Tetris music (Keeperofall)
- Kirby Castle Lololo (Dudaw12)
____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
Stevoisiak
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Originally posted by messiaen If you have problems using the sequence inserter, I will release a graphical interface in a few days, so this part will be much easier
1. It doesn't even need to be graphical. Maybe just make it so you can double-click the Exe.
2. The new beta package STILL doesn't include the Mario 64 importer. |
RDX
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| Posted on 02-24-09 11:57:27 PM (last edited by RDX at 03-06-09 09:06 PM) |
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You know what would be awesome?
If you could choose what instrument you want each track in a song to play.
I know you could technically experiment by switching up the mml file, but that would take quite awhile. So, would a feature like that be in any way possible?
Edit - Instead of being sorry for double posts, just edit your old one, please? -MM88
Actually, never mind, it's working now it's just a little choosy in that it'll convert some mml files but not others. |
ShaDoWLaZeR
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ok on the command prompt i typed this :"C:\Documents and Settings\Danick\Bureau\mml\insert_seq.exe" snake.m64 Super ShaDoWLaZeR 64.ext 4 then it says : invalid sequence number .wtf the sequence number is there ->4<-. is it a bug?
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messiaen
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Try renaming your extended ROM to a simpler name (without spaces), such as mario.z64. When I'm done with "The Missing Stars" hack, I'll finish this graphical interface, which will make things easier:
To everybody: I recommend using the older 0.1b version over the "0.2" beta released a few posts ago. That beta is unreliable and has some bug with loops.
____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
ShaDoWLaZeR
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| Posted on 03-06-09 01:27:47 AM (last edited by ShaDoWLaZeR at 03-05-09 10:35 PM) |
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oh wow now it says error opening sequence file ("C:\Documents and Settings\Danick\Bureau\mml\insert_seq.exe" snake.m64 ShaDoWLaZeR64.ext 05 or 5 i typed the twos)
EDIT: oops i noticed i forgot to modify the ext into z64 PS: i tried it says the same thing
EDIT2: a simpler name? hmmm how about ShaZeR PS: says the same thing again wow im tired of it ill try with another sequence now
EDIT3: tried with another one same thing again ("C:\Documents and Settings\Danick\Bureau\mml\insert_seq.exe" fc.m64 ShaZeR64.z64 05)
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messiaen
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I guess you are trying to execute this command from Start Menu -> Run, right? That won't make it because "C:\Documents and Settings\Danick\Bureau\mml\" isn't your current directory, you'll have to do it from the command prompt.
Do this:
Copy cmd.exe from "C:\Windows\System32" to your C:\Documents and Settings\Danick\Bureau\mml\ folder, where the .m64, insert_seq and the ROM should be. Now double click on cmd.exe and you'll be at the console screen, already on that directory, so just type: "insert_seq snake.m64 ShaDoWLaZeR64.ext.z64 5" (don't use 0 before 5 and don't include the quotation marks).
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ShaDoWLaZeR
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| Posted on 03-06-09 01:47:51 AM (last edited by ShaDoWLaZeR at 03-07-09 02:57 PM) |
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now it says error opening rom file ...
EDIT : ive tryed everything in the console and keep saying error opening rom file
Edit: by the way thanks for helping me this far
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RDX
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Originally posted by messiaen Try renaming your extended ROM to a simpler name (without spaces), such as mario.z64. When I'm done with "The Missing Stars" hack, I'll finish this graphical interface, which will make things easier:
To everybody: I recommend using the older 0.1b version over the "0.2" beta released a few posts ago. That beta is unreliable and has some bug with loops.
Cool, so you can change the instruments easier with the new version? That's good.
Yeah, I've been using .2 and sometimes some songs just crash the rom. Not because there are too many instrument or anything, they just crash just because. |
ShaDoWLaZeR
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| Posted on 03-07-09 06:39:43 PM (last edited by ShaDoWLaZeR at 03-07-09 05:06 PM) |
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good news messiaen i found it by myself i typed insert_seq lozdw.m64 shazer.z64.z64 4
by typing z64 2 times it worked i dont know what was that problem because my rom is named shazer.z64
not with 2 z64 thats weird
Note: Nvm my pm i found it by myself
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messiaen
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Originally posted by RDX Cool, so you can change the instruments easier with the new version? That's good.
Yes, you can change which instrument each sequence uses, so for instance you can have as many sequences as you want using the Title Screen set. You can also use Mario sounds if you want a creepy effect .
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luigiman1928
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Actully, 0.2 no work at all! I tried the Mk64 inserter, and the music is no changed. Poopity poop.
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