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05-03-22 05:59:10 AM
Jul - SM64 Hacking (Archive) - mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 New poll - New thread - New reply
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RDX

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Posted on 06-30-09 07:29:57 PM (last edited by RDX at 06-30-09 04:30 PM) Link | Quote
looking back i found this info lying around:


Time (in seconds) of each sequence:
6 - peach intro message
26 - castle intro
3:28 min - credits
24 - final star get
1:13 min - peach end

Also I have a (most likely) wrong list of the instruments in the title screen. It's also probably incomplete:
1 - bleepy reed
2 - repeat of 1
3 - organ
4 - steel drums
5 - some kind of horn, guessing trumpet
6 - jazzy piano
7 - high pitched flute
8 - horn jazzy

I'm missing 9 and beyond. 2, 3, 4 and 5 are definitely right, I've used them a lot. 1 and 6 are probably mislabeled, I didn't know the name of the instrument. 7 is probably wrong, 8 is probably wrong.

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messiaen
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Posted on 06-30-09 08:17:55 PM Link | Quote
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.
ShaDoWLaZeR
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Posted on 07-04-09 03:37:00 PM (last edited by ShaDoWLaZeR at 07-04-09 12:41 PM) Link | Quote
i found another website for mmls and this one is full of mmls but the one bad thing its that its in japanese so you'll

have to use google's language tools in order to view the name of the songs instead of squares

here's the translated page :

http://74.125.91.132/translate_c?hl=en&ie=UTF-8&sl=ja&tl=en&u=http://mabimml.modev.jp/index.cgi%3Fclass%3D0&rurl=translate.google.ca&usg=ALkJrhiOmMU-158UCYdL5fm8p1BwmB4cZQ

to view the mml you'l have to click on the icon with cp on it

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Stevoisiak
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Posted on 07-06-09 11:18:43 PM Link | Quote
Originally posted by Dopeboy175
Hi I wanted to know how to get a mml file to work with Audacity.

You can't. It's like an MIDI. It's an instrumental sound file. Sorry, but you can try editing it with Notepad. No joke.

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Rez2
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Posted on 07-15-09 05:45:41 PM Link | Quote
Right, do you think converting an .m64 to a .mml, then to a .mid, then a midi might ever be possible or not? (sorry if this is seen as a bump or not)
Breegullbeak
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Posted on 07-17-09 01:46:59 AM Link | Quote
Originally posted by Rez2
Right, do you think converting an .m64 to a .mml, then to a .mid, then a midi might ever be possible or not? (sorry if this is seen as a bump or not)


If I under stand that right, then I hope so. I have alot of Midi files and no mml files.
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Posted on 07-22-09 09:20:08 PM Link | Quote

Time/Date

07-22-09 03:20:08pm

Posts

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Days Here

750

Level

80
Metal_Man88
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Stop doubleposting Dope Boy, or you'll become Dead Boy.

And don't reply to this with another post either--you've used enough posts in this topic already.

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VideoGuy
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Posted on 08-01-09 01:08:22 PM Link | Quote
I think I've used it, and they both do the same thing, create an MML. If you want to use that instead, go ahead. Unless someone knows something I don't.
messiaen
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Posted on 08-01-09 01:37:58 PM Link | Quote
Originally posted by VideoGuy
I think I've used it, and they both do the same thing, create an MML. If you want to use that instead, go ahead. Unless someone knows something I don't.


midi2mml output isn't entirely supported by mml2m64, unless you manually edit it to fit the specifications provided in the readme.txt file. So, unless you have a good grasp of the MML format I wouldn't recomend using it.
Devin175
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Posted on 08-06-09 10:15:26 PM Link | Quote
Why do I get this message, when I try to convert a mml file to a m64 file. The instruction at "0x7c936a12" referenced memory at "0x00000a00". The memory could not be "read". I did edit it correctly.
supermario64

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Posted on 04-05-10 07:58:11 AM Link | Quote
Can someone help me? I cant understand the tutorial and want to put other music in my hack
Me-me
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Posted on 05-18-10 06:37:15 AM (last edited by Me-me at 05-18-10 01:46 PM) Link | Quote
I kinda like this tool, but one problem I'm constantly running into is limiting the power of this program.
I try to import certain music that contains very high-pitched sounds but Sm64:s in-game instruments can't go that high.
This results in that the instrument either just plays the lower pitches and then stop playing when the high part comes or that the instrument "dies" and becomes unusable for the rest of the song...

If you don't understand it's OK, english isn't my language, the only thing I want to know is how to lower the entire song an octave. If someone tell me how, this problem can be ignored. Thank you.

Edit: Wait, I got it. After reading through the tutorial again I found out how, > raises an octave and < lowers an octave.
But now I've got another question, what does ^ mean?

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messiaen
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Posted on 05-19-10 12:03:56 AM Link | Quote
Unfortunately, each instrument covers just a specifig range of pitches. I already tried to get rid of that limitation, but to no avail.

As far as I remember, the last version of mml2m64 (0.2) included a % (try including %-12 in the .mml file) command which transposes the entire song, you shouldn't mess with octave raisers/lowerers. As for the ^, it's a "tie command", which is needed because MML only supports a limited number of rhythm figures.

By the way, the new music importer is still sitting at my hard drive, I have been very busy to spend any time working on it, so that rules out any possibility of releasing something still in the first semester.
Me-me
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Posted on 05-19-10 06:08:20 AM (last edited by Me-me at 05-19-10 09:15 AM) Link | Quote
% huh? I'll try that.
By the way, I got one song to work while I was messing with the octave lowers and risers. Being the untechnological person I am, I was quite proud of my result.

And I also saw that screenshot of the new mml2m64 and I thought it looked cool, but by then you had your hands full with the wavefront importer so I tried using the old version again (I've tried several times but I just didn't get it then), and I finally got it right.

Anyway thanks for telling me about that % command, I bet I'll use it a lot

EDIT:

I've decided to end this what-instrument-in-this-number question I've been seeing and thus I've created a nice list of at least
the 10 first instruments in each instrument set.
Anyone who want to can download it here:
http://www.mediafire.com/?de0ddymyjyh

Feel free to use it however you like. After all, I made it to make music importing just a tiny bit easier

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messiaen
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Posted on 05-22-10 12:22:09 PM Link | Quote
In order to make a correct list, you should check your data against the "Control.h" file generated by SRip: it will tell you the number of instruments in each set and if there are repeated instruments. There is some old post of mine in the Music Editing thread about it.

Also, you should check a very wide range of pitches, so you can know for sure what's the instrument.
RDX

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Posted on 02-13-11 12:37:35 AM Link | Quote
I found a bug.

I ran my rom file through the seq_clean program, like normal, and now the entire rom file is mute. no sound effects, no music, nothing. my other roms work fine. i have no idea what might've caused it.

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messiaen
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Posted on 02-13-11 12:56:40 AM Link | Quote
Sorry, forgot to include a warning about this. The old sequence inserter/cleaner in mml2m64 doesn't work with ROMs used in the most recent version of the Level Importer, because of the hacks implemented. There's actually no need to "clean" the sequences, because the insertion method is much smarter and will never run out of space.

The bad news is that running seq_clean probably corrupted some of the music data. Not the sequences themselves but the instrument set data, so that's probably why your ROM is mute. There are some workarounds if you don't have any recent backups.
RDX

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Posted on 02-13-11 01:46:37 AM Link | Quote
It's alright, I only had two levels on there, one which I was going to scrap and the other was that island one (Which I also was thinking of scrapping).

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messiaen
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Posted on 02-13-11 02:05:12 AM Link | Quote
Right, but keep the ROM. Level management (import and exporting levels from different ROMs, or just object lists) is one of the things that you may see in the importer next versions.
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Posted on 02-15-11 12:49:47 AM (last edited by Gazpacho146 at 02-16-11 04:22 PM) Link | Quote
my mml2m64 isn't converting my mml's to m64 i've fixed all the invaild parameters and its still not converting and it only does this with some certain songs
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Jul - SM64 Hacking (Archive) - mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 New poll - New thread - New reply


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