Originally posted by RDX looking back i found this info lying around:
[time of some sequences]
Nice, this may be useful for people who want to replace these shorter sequences.
Originally posted by RDX
Also I have a (most likely) wrong list of the instruments in the title screen. It's also probably incomplete:
I have mapped this one on the Music Editing thread:
Here is NInstrument NInst17 (0x11), the Title Screen SMB Music instrument set:
Sound1700, 0x00 = Snare Drum
Sound1701, 0x01 = Fingered Bass
NULL, 0x02 = NULL = same as last one (0x01)
Sound1703, 0x03 = Organ
Sound1704, 0x04 = Steel Drum
Sound1705, 0x05 = Trumpet
Sound1706, 0x06 = Slap Bass
Sound1707, 0x07 = Synth
Sound1708, 0x08 = Clavinet
NULL, 0x09 = NULL = same as last one (0x08)
Sound1710, 0x0A = Drum Sample (hi-hat)
Sound1711, 0x0B = Drum Sample
Sound1712, 0x0C = Drum Sample
Sound1713, 0x0D = Drum Sample
How do I know that NInst 17 is the one used in the title screen? Its song value is 02 (values on the Mario64_HackingDoc1.5.txt).
From the table I posted on the Music Editing thread:
" Sequence #02. Pointer = 0054 NInst = 01 and 17 "
Ignore the first NInst value, 17 is the actual value.
This is how it looks on SRIP's Control.h file:
NInstrument NInst17 = { // Offset: 0x585BC0
0, // wUnk
E, // soundCount
40, // dwUnk1
1, // dwUnk2
19960319, // dwUnk3
13B0, // dwBase
{ // sounds
Sound1700, Sound1701, NULL, Sound1703, Sound1704, Sound1705, Sound1706, Sound1707,
Sound1708, NULL, Sound1710, Sound1711, Sound1712, Sound1713, },
};
Whenever there's a NULL value (as in the missing Sound1702), the previous sample will be used.
I hope this helps claryfing how to produce a list of instruments. |