Register - Login
Views: 99797686
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:58:03 AM
Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8Next newer thread | Next older thread
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 2322/12211
EXP: 99320710
For next: 552861

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 03-23-09 12:52:07 AM Link | Quote

Time/Date

03-22-09 06:52:07pm

Posts

2322

Days Here

628

Level

69
Metal_Man88
Local Moderator
You do better than some people twice your age, don't worry.

From my knowledge of soundfonts the issue is ripping the samples, which I defer to the SM64 hackers as to how to get those, but I'm sure it isn't too hard.

____________________
Original Layout © Tobias Kelmandia
Nikodude
User
Level: 9


Posts: 4/10
EXP: 2193
For next: 969

Since: 03-01-09

From: Denmark

Since last post: 13.0 years
Last activity: 12.4 years

Posted on 03-23-09 05:37:41 AM (last edited by Nikodude at 03-23-09 07:19 AM) Link | Quote
I alerady have the ripped the samples from the rom with SRip

Edit: By the way, the sequences is converted to wav files

____________________
Go get some pie!
messiaen
Catgirl
Level: 68


Posts: 616/1085
EXP: 2596324
For next: 132476

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 07-04-09 10:25:00 PM (last edited by messiaen at 07-04-09 07:27 PM) Link | Quote
I was looking more carefully at the instrument set lists (the data at 0x7CC620 in ROM) and turns out there was something I was missing. It's actually possible to have samples from more than one instrument set loaded at the same time. For instance, in the first sequence, responsible for all sound effects in the game, eleven instrument sets are loaded at the same time. As for other sequences, the only sequence that use this is the Big Boo's haunted house, which has two instrument sets loaded at once. I'm not sure how it works as far as instrument indexes work (what happens if there are two of the same? is there some command to switch between sets?), but I tried loading Bob-omb's set and Cool Cool Mountain sets at once, and the result was that I could use the "accordion" from CCM and at the same time the drum set from Bob-omb.

Here is the now correctly decoded instrument set data:


Sequence #00 Pointer = 0x0046 NInstCount = 0xb NInsts = 10 9 8 7 6 5 4 3 2 1 0
Sequence #01 Pointer = 0x0052 NInstCount = 0x1 NInsts = 34
Sequence #02 Pointer = 0x0054 NInstCount = 0x1 NInsts = 17
Sequence #03 Pointer = 0x0056 NInstCount = 0x1 NInsts = 34
Sequence #04 Pointer = 0x0058 NInstCount = 0x1 NInsts = 14
Sequence #05 Pointer = 0x005a NInstCount = 0x1 NInsts = 19
Sequence #06 Pointer = 0x005c NInstCount = 0x1 NInsts = 15
Sequence #07 Pointer = 0x005e NInstCount = 0x1 NInsts = 18
Sequence #08 Pointer = 0x0060 NInstCount = 0x1 NInsts = 11
Sequence #09 Pointer = 0x0062 NInstCount = 0x1 NInsts = 13
Sequence #10 Pointer = 0x0064 NInstCount = 0x2 NInsts = 33 16
Sequence #11 Pointer = 0x0067 NInstCount = 0x1 NInsts = 20
Sequence #12 Pointer = 0x0069 NInstCount = 0x1 NInsts = 21
Sequence #13 Pointer = 0x006b NInstCount = 0x1 NInsts = 22
Sequence #14 Pointer = 0x006d NInstCount = 0x1 NInsts = 23
Sequence #15 Pointer = 0x006f NInstCount = 0x1 NInsts = 24
Sequence #16 Pointer = 0x0071 NInstCount = 0x1 NInsts = 18
Sequence #17 Pointer = 0x0073 NInstCount = 0x1 NInsts = 25
Sequence #18 Pointer = 0x0075 NInstCount = 0x1 NInsts = 31
Sequence #19 Pointer = 0x0077 NInstCount = 0x1 NInsts = 33
Sequence #20 Pointer = 0x0079 NInstCount = 0x1 NInsts = 26
Sequence #21 Pointer = 0x007b NInstCount = 0x1 NInsts = 14
Sequence #22 Pointer = 0x007d NInstCount = 0x1 NInsts = 27
Sequence #23 Pointer = 0x007f NInstCount = 0x1 NInsts = 26
Sequence #24 Pointer = 0x0081 NInstCount = 0x1 NInsts = 28
Sequence #25 Pointer = 0x0083 NInstCount = 0x1 NInsts = 29
Sequence #26 Pointer = 0x0085 NInstCount = 0x1 NInsts = 37
Sequence #27 Pointer = 0x0087 NInstCount = 0x1 NInsts = 20
Sequence #28 Pointer = 0x0089 NInstCount = 0x1 NInsts = 32
Sequence #29 Pointer = 0x008b NInstCount = 0x1 NInsts = 30
Sequence #30 Pointer = 0x008d NInstCount = 0x1 NInsts = 27
Sequence #31 Pointer = 0x008f NInstCount = 0x1 NInsts = 26
Sequence #32 Pointer = 0x0091 NInstCount = 0x1 NInsts = 35
Sequence #33 Pointer = 0x0093 NInstCount = 0x1 NInsts = 36
Sequence #34 Pointer = 0x0095 NInstCount = 0x1 NInsts = 27
messiaen
Catgirl
Level: 68


Posts: 681/1085
EXP: 2596324
For next: 132476

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 10-31-09 03:08:31 PM Link | Quote
Finally discovered the function used to change the music currently played after a lot of backtracing:

SetMusic(u32 layer, u16 song_index, u32 a2); /* 80320544 */

What's interesting is that the music is divided in 3 "layers". The first layer is the background music set by the 0x36 command. The second is used for sequences such as Bosses music, Piranha Plant's, Toad's music etc. For instance, when you get near a Piranha Plant, the music is set on the second layer and the first layer is muted.

The third layer is used for Mario Sounds and other sound effects. You can actually play three different musics at once (however sounds in Mario's layer will be affected by his movement).
minimaster58
Member
Level: 21


Posts: 13/75
EXP: 43471
For next: 6472

Since: 01-26-10


Since last post: 11.9 years
Last activity: 12.0 years

Posted on 01-30-10 02:09:16 PM Link | Quote
Originally posted by messiaen
Finally discovered the function used to change the music currently played after a lot of backtracing:

SetMusic(u32 layer, u16 song_index, u32 a2); /* 80320544 */

What's interesting is that the music is divided in 3 "layers". The first layer is the background music set by the 0x36 command. The second is used for sequences such as Bosses music, Piranha Plant's, Toad's music etc. For instance, when you get near a Piranha Plant, the music is set on the second layer and the first layer is muted.

The third layer is used for Mario Sounds and other sound effects. You can actually play three different musics at once (however sounds in Mario's layer will be affected by his movement).

This is interesting, but what do you mean by "affected" is the quality affected or is it simply harder to hear?
messiaen
Catgirl
Level: 68


Posts: 720/1085
EXP: 2596324
For next: 132476

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 01-30-10 03:52:19 PM Link | Quote
Originally posted by minimaster58
This is interesting, but what do you mean by "affected" is the quality affected or is it simply harder to hear?


Most noticeable is that the pitch gets affected, mostly because of a trick used by the programmers to get a more realistic "footstep" effect. If you listen closely the sound Mario produces when he is walking, you'll notice it is indeed a very short sample that is looped with microtonal changes in pitch. After a while, the "up and down" patern becomes very evident if you pay attention to it.

A nice cheapo to save some RAM/ROM and processing time .
minimaster58
Member
Level: 21


Posts: 20/75
EXP: 43471
For next: 6472

Since: 01-26-10


Since last post: 11.9 years
Last activity: 12.0 years

Posted on 01-31-10 08:26:25 PM Link | Quote
So hopefully we'll find a simpler way to add in music? 'Cause I can't do all the steps to change them.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 4183/12211
EXP: 99320710
For next: 552861

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 01-31-10 08:29:08 PM Link | Quote

Time/Date

01-31-10 02:29:08 PM

Posts

4183

Days Here

943

Level

94
Metal_Man88
Local Moderator
'fraid not, this stuff is technical. You're free to ask questions, but if you don't know, no need to post that you don't know/can't do it without some question so someone can help you.

____________________
Original Layout © Tobias Kelmandia
messiaen
Catgirl
Level: 68


Posts: 733/1085
EXP: 2596324
For next: 132476

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 02-18-10 10:17:55 PM Link | Quote
Just a small curiosity: have any of you ever noticed that the first japanese version (not the Shindou one) of Mario 64 doesn't have the Lakitu music ?
Emoluvjd2
Member
Level: 20


Posts: 16/70
EXP: 39606
For next: 2833

Since: 10-24-09


Since last post: 4.1 years
Last activity: 2.7 years

Posted on 02-18-10 10:45:03 PM (last edited by Metal_Man88 at 02-18-10 10:07 PM) Link | Quote
No. Does this mean the is the original version of SM64?

Actually, I just played it and did notice that. Some other things are: No Peach voice in starting, no noise when Lakitu swoops under the bridge, different Chain-Chomp noise, and different red coin collection noise that dosn't increase pitch every time you get one.

Try not to double-post when just updating something you just posted an hour or two ago. -MM88
messiaen
Catgirl
Level: 68


Posts: 734/1085
EXP: 2596324
For next: 132476

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 02-19-10 05:05:31 PM Link | Quote
Originally posted by Emoluvjd2
No. Does this mean the is the original version of SM64?

Actually, I just played it and did notice that. Some other things are: No Peach voice in starting, no noise when Lakitu swoops under the bridge, different Chain-Chomp noise, and different red coin collection noise that dosn't increase pitch every time you get one.



Indeed, seems like Peach's voice (also in the credits) and some other minor effects were last-minute additions. No wonder there's more than 500k of free space in the Jap ROM .
minimaster58
Member
Level: 21


Posts: 67/75
EXP: 43471
For next: 6472

Since: 01-26-10


Since last post: 11.9 years
Last activity: 12.0 years

Posted on 04-18-10 11:45:36 AM Link | Quote
Originally posted by messiaen
Originally posted by Emoluvjd2
No. Does this mean the is the original version of SM64?

Actually, I just played it and did notice that. Some other things are: No Peach voice in starting, no noise when Lakitu swoops under the bridge, different Chain-Chomp noise, and different red coin collection noise that dosn't increase pitch every time you get one.



Indeed, seems like Peach's voice (also in the credits) and some other minor effects were last-minute additions. No wonder there's more than 500k of free space in the Jap ROM .

So you're saying that people outside Japan got the "better" bersion of the game? Haha.

____________________
Currently working on 3 SM64 texture projects.
Vinnyboiler
Catgirl
Level: 66


Posts: 103/1045
EXP: 2445451
For next: 16400

Since: 12-27-07

From: London, England

Since last post: 6 days
Last activity: 2 days

Posted on 04-18-10 03:46:38 PM Link | Quote
Nope they did, the japs got a second version of the game. Not only did it get the update we got but also it has rumble pack support.
system~of~a~down~guitar

Level: 26


Posts: 13/127
EXP: 94949
For next: 7326

Since: 04-14-10

From: Mos Eisley, Tatooine

Since last post: 9.2 years
Last activity: 9.2 years

Posted on 04-23-10 07:16:01 PM Link | Quote
Lets Say I had a song in Itunes I wanted as the music track, would there be any way to import that song and set it as the music track for a certain level?
Breegullbeak
Member
Level: 27


Posts: 114/135
EXP: 107688
For next: 8471

Since: 06-06-09


Since last post: 10.5 years
Last activity: 9.7 years

Posted on 04-23-10 07:32:31 PM Link | Quote
Originally posted by system~of~a~down~guitar
Lets Say I had a song in Itunes I wanted as the music track, would there be any way to import that song and set it as the music track for a certain level?

Sadly no. The game needs to play the music with the instruments in the game. This requires a varation of a MIDI track.
steke1995
Random nobody
Level: 3


Posts: 1/1
EXP: 66
For next: 62

Since: 05-02-10


Since last post: 12.0 years
Last activity: 12.0 years

Posted on 05-02-10 03:57:23 PM Link | Quote
Sorry, but I can only Explain this in German, because I can't speak English very good. Please use the Google Translator.

Wieso kann man den nicht einfach einen Sound Editor in Toad's Tool einbauen? Wäre doch Super, oder? Einfach eine *.wav Datei einbauen in das ROM und gegen ein anderes ersetzen. So hätte man dann statt einem Mario Jump Sound einen Luigi Jump Sound XD

Naja, hoffentlich kann jemand diese Idee umsetzen...

Liebe Grüße an alle hier!

steke1995
minimaster58
Member
Level: 21


Posts: 68/75
EXP: 43471
For next: 6472

Since: 01-26-10


Since last post: 11.9 years
Last activity: 12.0 years

Posted on 05-02-10 04:09:51 PM Link | Quote
Originally posted by Breegullbeak
Originally posted by system~of~a~down~guitar
Lets Say I had a song in Itunes I wanted as the music track, would there be any way to import that song and set it as the music track for a certain level?

Sadly no. The game needs to play the music with the instruments in the game. This requires a varation of a MIDI track.

With the right software you can compose your own music though, right?

____________________
Currently working on 3 SM64 texture projects.
Breegullbeak
Member
Level: 27


Posts: 116/135
EXP: 107688
For next: 8471

Since: 06-06-09


Since last post: 10.5 years
Last activity: 9.7 years

Posted on 05-02-10 07:33:46 PM Link | Quote
[
Originally posted by steke1995
Sorry, but I can only Explain this in German, because I can't speak English very good. Please use the Google Translator.

Why can not simply install the a sound editor in Toad's Tool? It would be a super, right? Simply install a *. wav file into the ROM and replace one against another. Then we should have a sound instead of a Jump Mario Luigi Jump Sound XD

Well, hopefully someone can implement this idea ...

Best wishes to all here!



Originally posted by minimaster58
With the right software you can compose your own music though, right?

Yes. But it can only be music. No words.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 5436/12211
EXP: 99320710
For next: 552861

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 05-02-10 07:48:47 PM Link | Quote
Stats
Time/Date
05-02-10 01:48:47 PM
Posts
5436
Days Here
1034
Level
107
Metal_Man88's Post
Someone translate this since my German is terrible and would confuse him--

"English is the main language here, and while we have someone to translate what you're saying, we cannot very well rely on them to always be around. You should use the Google Translator, even though it might be a bit broken.

This is not the TT64 suggestion topic and integrating things like this in to TT64 would be tricky, and using .wav files is not possible as SM64 uses midi-style music--it does not accept raw waveforms."

____________________
Don't let an old saying get in the way of a good idea.
Eisnaught - SSQ² - Mobius Roleplay - SSS
Gecko
Member
Level: 25


Posts: 90/113
EXP: 83089
For next: 6531

Since: 03-27-09


Since last post: 9.1 years
Last activity: 7.7 years

Posted on 05-03-10 01:32:48 PM Link | Quote
Originally posted by steke1995
Sorry, but I can only Explain this in German, because I can't speak English very good. Please use the Google Translator.

Wieso kann man den nicht einfach einen Sound Editor in Toad's Tool einbauen? W�re doch Super, oder? Einfach eine *.wav Datei einbauen in das ROM und gegen ein anderes ersetzen. So h�tte man dann statt einem Mario Jump Sound einen Luigi Jump Sound XD

Naja, hoffentlich kann jemand diese Idee umsetzen...

Liebe Gr��e an alle hier!

steke1995

Can't you include a sound editor into TT64? It would be great if you could simply import a wav-file into the ROM and replace sounds with it. Instead of having a Mario jump sound, you could have a Luigi jump sound.

I think with the Luigi sound he means like from the DS version which has some more characters to play with whereas every character has its own set of sounds. The main question here is which sound format decoder is used in Mario 64 since it probably won't be wav.
Pages: 1 2 3 4 5 6 7 8Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

35 database queries, 8 query cache hits.
Query execution time: 0.101207 seconds
Script execution time: 0.036782 seconds
Total render time: 0.137989 seconds