| Shadic Alakadoof? Level: 151 ![]() Posts: 951/6927 EXP: 42322619 For next: 973857 Since: 07-22-07 Pronouns: he/him From: Olympia, WA Since last post: 2 days Last activity: 4 hours |
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| Jul - SM64 Hacking (Archive) - SM64 Sound Hacking | - - ![]() |
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| Shadic Alakadoof? Level: 151 ![]() Posts: 951/6927 EXP: 42322619 For next: 973857 Since: 07-22-07 Pronouns: he/him From: Olympia, WA Since last post: 2 days Last activity: 4 hours |
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| Mega Mario XD 80 ![]() ![]() ![]() ![]() Level: 22 ![]() Posts: 27/81 EXP: 53040 For next: 5310 Since: 10-26-07 From: Australia Since last post: 13.8 years Last activity: 13.8 years |
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| Quote of the moment by The Glitch: "What good is a document without notes? Digital toilet paper at best." **** I just realized that Mario Party 3 can't have it's sounds ripped. @Ratchetfan19: Do you mean in the future, or do you know of a tool available? ____________________ Matthew Coburn One of the Peachy64 hack team http://www.nintennetwork.org/bbs/index.php |
| Ratchetfan19 Member Level: 18 ![]() Posts: 11/50 EXP: 25661 For next: 4236 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.6 years |
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Originally posted by Matthew Coburn No, I was just suggesting an idea. If textures 4x the size of originals can be loaded into VRAM with Rice Video, I don't see why we can't make room for those textures in the ROM. |
| Rena I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings Level: 135 Posts: 1848/5390 EXP: 29050353 For next: 284652 Since: 07-22-07 Pronouns: he/him/whatever From: RSP Segment 6 Since last post: 333 days Last activity: 333 days |
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Jul - Post #1848 - 12-18-07 01:41:06pm
You'd probably have to change a bit of code to accept textures bigger than the game normally uses. Memory could be an issue too although it might not be too hard to relocate the textures to the upper 4MB. (Everyone has an Expansion Pak these days.
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| RicoElectrico Random nobody Level: 7 ![]() Posts: 1/6 EXP: 1011 For next: 437 Since: 04-30-09 From: Gdynia, Poland Since last post: 12.8 years Last activity: 12.8 years |
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| Could somebody tell me how to properly rip all that high-pitched samples/fx? I know that their real samplerate is 16kHz or 8 kHz (for now I discovered only cannon sounds A000610.WAV and A000611.WAV seems to be 8kHz) but SRIP by default rips them at 22,5 kHz. Sample rate can be forced only globally. I know that all Mario voices are @ 16kHz and instrument samples are @ 22,5 kHz. And which SFX are 16kHz or 8KHz? I'll be glad if somebody could give me a list of filenames. Or maybe this information is hidden in CONTROL.H? Another question: In which way from one instrument sample are made all the tones? Simple playback sampling rate interpolation (pitch and speed change) or pitch shift? One thing I'm sure is that the 1st method can be easily done for looped sounds. |
| messiaen Catgirl Level: 68 Posts: 553/1085 EXP: 2594033 For next: 134767 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by RicoElectrico I'm almost certain the sample rate is constant, what changes is just the pitch of the sound produced. For instance, all Mario ingame sounds are transposed two semitones down. There is no automatic way to rip the sounds in the right pitches because this information is a very complicated set of data, basically in the same format as the sequenced music but called " on demand" for each individual sound. The control.h isn't of help here. |
| RicoElectrico Random nobody Level: 7 ![]() Posts: 2/6 EXP: 1011 For next: 437 Since: 04-30-09 From: Gdynia, Poland Since last post: 12.8 years Last activity: 12.8 years |
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| I don't agree with you because I experimented and the high-pitched sounds are shorter compared to what is dumped from audio output of emulator. When slowed down to 16 kHz they have the same length. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 468/621 EXP: 1135501 For next: 21618 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 555/1085 EXP: 2594033 For next: 134767 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone Whoops, I did some confusion . As the frequency gets lower/higher, obviously the wave lenght is increased/decreased accordingly. In general, the trouble with the N64 is that all audio synthesis is software based, so your best option of capturing the samples in the right pitch is through the audio output of the emulator. That's why its pretty much impossible to have a "audio replacement" like textures, and why audio plugins are mostly low level as opposed to high level emulation of 3d graphics (display lists).
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| RicoElectrico Random nobody Level: 7 ![]() Posts: 3/6 EXP: 1011 For next: 437 Since: 04-30-09 From: Gdynia, Poland Since last post: 12.8 years Last activity: 12.8 years |
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| What I wanted to do is to avoid manual selection the right sound... failure. SRIP can be forced to rip @ 16 kHz but only globally... it's better than nothing. There's no reason to store sfx with transposed pitch (it's more RSP intensive) but there IS one to store with lower sample rate: to save precious space in the rom. Voice clips just don't need to be HQ like instrument samples. |
| paulguy Green Birdo Level: 93 ![]() Posts: 177/2294 EXP: 8025334 For next: 27476 Since: 09-14-07 From: Buffalo, NY Since last post: 9.7 years Last activity: 9.6 years |
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| I believe there are programs out there that'll change the header sample rate in an audio file, without touching the actual data, if that's the issue. Otherwise, it can be done with a hex editor. |
| dragon123 i told you man i TOLD you about posts Level: 6 Posts: 4/5 EXP: 746 For next: 161 Since: 02-10-10 Since last post: 12.2 years Last activity: 12.2 years |
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| Changin mario sound.... mmmmm ____________________ if you want to have fun make hacks! hacks is the best! hack made the word better. |
| DigitalBasic Pancakes! Level: 174 ![]() Posts: 6811/9712 EXP: 70389209 For next: 508658 Since: 07-03-07 Pronouns: they/them Since last post: 66 days Last activity: 1 day |
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| Jul - SM64 Hacking (Archive) - SM64 Sound Hacking | - - ![]() |
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