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05-03-22 05:46:42 AM
Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply
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Ratchetfan19
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Posted on 01-04-08 08:22:57 PM (last edited by Ratchetfan19 at 01-04-08 05:23 PM) Link | Quote
Speaking of tone, I have a Gameshark code that allows you to change the overall tone of music sequences. Do you think you could use it to figure out what went wrong in mortalkenshi2's music swap, VL-Tone? I'm not sure if it's possible to determine where data is in ROM if you simple know where it is in RAM or not.
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Posted on 01-05-08 11:22:32 PM Link | Quote
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Originally posted by Ratchetfan19
Speaking of tone, I have a Gameshark code that allows you to change the overall tone of music sequences. Do you think you could use it to figure out what went wrong in mortalkenshi2's music swap, VL-Tone? I'm not sure if it's possible to determine where data is in ROM if you simple know where it is in RAM or not.


What do you mean by "tone", is it the note pitch, or the instruments?

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Posted on 01-06-08 06:43:52 AM Link | Quote
Jul - Post #2076 - 01-06-08 01:43:52am
You might also be interested in this code I found on some board ages ago: 80222622 00F8. It plays the music at about double speed. Any other value seems to make it play much slower. The same code was made for another game (OoT?) but I don't remember it.

Originally posted by rstewart215804
The music in Mario Kart however can most likely be transferred between freely to SM64 and vice versa. The MK master music controller is at 0x803B1508. I also found the Rom location for these songs…

BCB120 LUIGI, MARIO, ROYAL RACEWAY / WARIO STADIUM
BCCB30 MOO MOO FARM / YOSHI VALLEY
BCE7D0 CHOCO MOUNTAIN / BATTLE
BD0740 KOOPA TROOPA BEACH
BD2620 BANSHEE BOARDWALK
BD3CF0 FRAPPE SNOWLAND / SHERBERT LAND
BD60C0 BOWSER'S CASTLE
BD78C0 KALIMARI DESERT
BDC350 STAR ROAD
BDF640 D.K'S JUNGLE PARKWAY
BE01B0 TOAD'S TURNPIKE

The only snag I found with trading songs is somewhere there are several pointers that tells where songs start and stop. I don’t know where this table may in the Rom, but in the ram it is at 0x801CFE00. After all the controllers at 0x80226B4C there is a bunch of pointers, which point to the song table, 2 instrument tables, and some other things.
Hey hey hey how did I miss this? I'll have to take a look at them and see if I can find out more about that data in RAM.

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Ratchetfan19
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Posted on 01-06-08 10:15:03 PM Link | Quote
Originally posted by VL-Tone
Originally posted by Ratchetfan19
Speaking of tone, I have a Gameshark code that allows you to change the overall tone of music sequences. Do you think you could use it to figure out what went wrong in mortalkenshi2's music swap, VL-Tone? I'm not sure if it's possible to determine where data is in ROM if you simple know where it is in RAM or not.


What do you mean by "tone", is it the note pitch, or the instruments?


Basically the pitch. You can try it out yourself. HyperHacker's code he posted is the same one I'm talking about, weird!
Rena
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Posted on 01-06-08 10:24:56 PM Link | Quote
Jul - Post #2083 - 01-06-08 05:24:56pm
Are you sure? That code doesn't affect the pitch, only the speed.

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Posted on 01-06-08 11:29:07 PM Link | Quote
I actually thought you might have been talking about a different code. You see, I have this one:
A031C1AF DDDD
I have no idea how it works, but the results are pretty creepy. It seems to change pitch AND speed for just about everything.

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Posted on 01-08-08 12:05:52 AM Link | Quote
Originally posted by xpCynic
I actually thought you might have been talking about a different code. You see, I have this one:
A031C1AF DDDD
I have no idea how it works, but the results are pretty creepy. It seems to change pitch AND speed for just about everything.


I have that code, and the code's value has no effect on what it does. In fact, you can change the A in C1AF to a B and get entirely different results. As well as changing the music sequences, this code also screws around with the playing of sound files.
Rena
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Posted on 01-08-08 09:13:09 AM Link | Quote
Jul - Post #2101 - 01-08-08 04:13:09am
Just FYI, that should really be 8031C1AF 00DD. The 'A0' code type doesn't actually exist (was long thought to be some sort of "uncached write", but a disassembly of the Gameshark ROM proved otherwise), and the first 2 bytes of the value are ignored since 80 is an 8-bit write. Just a bit less confusing that way.

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Posted on 01-11-08 09:42:09 PM Link | Quote
I'm a little confused about gameshark. Basically, the first section locates what to change, and the next part alters it?
Rena
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Posted on 01-12-08 05:52:53 AM Link | Quote
Jul - Post #2136 - 01-12-08 12:52:53am
It's explained pretty well here. Basically it's ttaaaaaa vvvv where tt=code type (what to do), aaaaaa=address (what to change), vvvv=value (how to change it).

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Posted on 01-12-08 09:52:16 PM (last edited by Mattrizzle at 01-12-08 06:52 PM) Link | Quote
If it helps at all, the codes which change the instruments loaded and the global pitch of the music can be found here.

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Posted on 01-27-08 10:16:41 PM Link | Quote
I'd like to kow why it's so hard to replace music in SM64, and yet it's simple in Super Mario World?
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Posted on 01-27-08 10:35:49 PM Link | Quote


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Originally posted by Stevoisiak
I'd like to kow why it's so hard to replace music in SM64, and yet it's simple in Super Mario World?

Because SM64 and SMW are nothing alike in the way they are programmed. I don't know where you ever got this idea.

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Rena
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Posted on 01-28-08 12:51:13 AM Link | Quote
Jul - Post #2208 - 01-27-08 07:51:13pm
That, and it's not really "simple" in SMW, just someone made a program that does the hard stuff for you.

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Posted on 01-28-08 07:05:58 PM Link | Quote
I know, but I thought that the problem with replacing music was space, and I was thinking that if space were a problem, then it would be similar. If space is an issue, then maybe the ROM can be extended more to make room. Actually, why DO you need to extend a ROM anyway, and what does it do?
Rena
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Posted on 01-28-08 08:04:51 PM (last edited by HyperHacker at 01-28-08 05:05 PM) Link | Quote
Jul - Post #2211 - 01-28-08 03:04:51pm
"Extending" the ROM in this case just decompresses a lot of the resources and stores them uncompressed for easier editing. Space isn't a big deal on N64 as the ROMs can be expanded to at least 32MB, probably 64MB, without any problems. (Unless some game stored ROM addresses as only 3 bytes...)

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Posted on 01-29-08 07:20:51 PM Link | Quote
Originally posted by HyperHacker
"Extending" the ROM in this case just decompresses a lot of the resources and stores them uncompressed for easier editing. Space isn't a big deal on N64 as the ROMs can be expanded to at least 32MB, probably 64MB, without any problems. (Unless some game stored ROM addresses as only 3 bytes...)

Ok, I understand. Although, I wonder why the extended file size is exactly 3 times the origional one. Also, This makes me wonder more about why a ROM De-extender is near impossible. And why is it that most games dont need extending to edit them, but SM64 does? And if space is the issue, I still dont know why importing music is too hard.
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Posted on 01-29-08 11:41:59 PM Link | Quote

Originally posted by Stevoisiak
I still dont know why importing music is too hard.

If you'd bothered to read the thread, you'd understand that the music has to be converted to a format SM64 understands. You can't just drag and drop a MIDI (or, heaven forbid, an MP3) into the ROM and expect it to work.

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Posted on 02-05-08 10:46:18 AM Link | Quote
.... Well as it was suggested by Metal_Man88, I want to know what is probably a very n00bish question...

If you open up a Super Mario 64 *.miniusf file in a Hex Editor, is it possible to change values, so as to make only certain channels play? If so, which values do I change, and what to?
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Posted on 02-05-08 10:47:01 PM Link | Quote
Ohh! So, if you have a miniusf file, it could be easily added to SM64? If so, Ive got a Miniusf file to insert.
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Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply


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