| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 2322/12211 EXP: 99235465 For next: 638106 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - SM64 Hacking (Archive) - SM64 Music Editing | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 | Next newer thread | Next older thread |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 2322/12211 EXP: 99235465 For next: 638106 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| Nikodude User Level: 9 ![]() Posts: 4/10 EXP: 2191 For next: 971 Since: 03-01-09 From: Denmark Since last post: 13.0 years Last activity: 12.4 years |
|
||
| 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: 2594037 For next: 134763 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
| 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: 2594037 For next: 134763 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
| 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: 43426 For next: 6517 Since: 01-26-10 Since last post: 11.9 years Last activity: 12.0 years |
|
||
Originally posted by messiaen 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: 2594037 For next: 134763 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
Originally posted by minimaster58 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: 43426 For next: 6517 Since: 01-26-10 Since last post: 11.9 years Last activity: 12.0 years |
|
||
| 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: 99235465 For next: 638106 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| messiaen Catgirl Level: 68 Posts: 733/1085 EXP: 2594037 For next: 134763 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
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: 39566 For next: 2873 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
|
||
| 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: 2594037 For next: 134763 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
Originally posted by Emoluvjd2 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: 43426 For next: 6517 Since: 01-26-10 Since last post: 11.9 years Last activity: 12.0 years |
|
||
Originally posted by messiaen 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: 103/1044 EXP: 2439775 For next: 22076 Since: 12-27-07 From: London, England Since last post: 6 days Last activity: 3 days |
|
||
| 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: 94849 For next: 7426 Since: 04-14-10 From: Mos Eisley, Tatooine Since last post: 9.2 years Last activity: 9.2 years |
|
||
| 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: 107581 For next: 8578 Since: 06-06-09 Since last post: 10.5 years Last activity: 9.7 years |
|
||
Originally posted by system~of~a~down~guitar 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 |
|
||
| 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: 43426 For next: 6517 Since: 01-26-10 Since last post: 11.9 years Last activity: 12.0 years |
|
||
Originally posted by Breegullbeak 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: 107581 For next: 8578 Since: 06-06-09 Since last post: 10.5 years Last activity: 9.7 years |
|
||
[
Originally posted by steke1995 Originally posted by minimaster58 Yes. But it can only be music. No words. |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 5436/12211 EXP: 99235465 For next: 638106 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||
|
||||||||||
| Gecko Member Level: 25 ![]() Posts: 90/113 EXP: 83008 For next: 6612 Since: 03-27-09 Since last post: 9.1 years Last activity: 7.6 years |
|
||
Originally posted by 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 8 | Next newer thread | Next older thread |
| Jul - SM64 Hacking (Archive) - SM64 Music Editing | - - ![]() |
![]() |
Acmlmboard - commit 47be4dc [2021-08-23] ©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al. Warning: You are using TidyHTML mode! Pages MAY and probably WILL break. To disable, click here or append 'xxx-off=1' to the URL! ![]() |
| Query execution time: | 0.093525 seconds |
| Script execution time: | 0.038303 seconds |
| Total render time: | 0.131828 seconds |