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04-23-22 10:51:41 PM
Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply
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Lyskar
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Posted on 03-23-09 12:52:07 AM Link | Quote

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Metal_Man88
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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.

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Nikodude
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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

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

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Metal_Man88
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'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.

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messiaen
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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 ?
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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
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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 .
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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.

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Vinnyboiler
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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.
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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?
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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
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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
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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?

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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
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Posted on 05-02-10 07:48:47 PM Link | Quote
Stats
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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."

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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 8 Next 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.

36 database queries, 8 query cache hits.
Query execution time:  0.112841 seconds
Script execution time:  0.037409 seconds
Total render time:  0.150250 seconds


TidyHTML vomit below
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line 267 column 2791 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 268 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 268 column 2857 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 269 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 269 column 2923 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 270 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 270 column 2989 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 271 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 271 column 3055 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 272 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 272 column 3121 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 273 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 273 column 3187 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 274 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 274 column 3253 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 275 column 1 - Warning: plain text isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 275 column 3319 - Warning: <br> isn't allowed in <table> elements
line 240 column 983 - Info: <table> previously mentioned
line 278 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 280 column 9 - Warning: missing <tr>
line 298 column 13 - Warning: missing <tr>
line 299 column 100 - Warning: unescaped & or unknown entity "&postid"
line 310 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 312 column 9 - Warning: missing <tr>
line 330 column 13 - Warning: missing <tr>
line 331 column 100 - Warning: unescaped & or unknown entity "&postid"
line 343 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 345 column 9 - Warning: missing <tr>
line 363 column 13 - Warning: missing <tr>
line 364 column 100 - Warning: unescaped & or unknown entity "&postid"
line 373 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 375 column 9 - Warning: missing <tr>
line 393 column 13 - Warning: missing <tr>
line 394 column 100 - Warning: unescaped & or unknown entity "&postid"
line 399 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 401 column 9 - Warning: missing <tr>
line 419 column 13 - Warning: missing <tr>
line 420 column 100 - Warning: unescaped & or unknown entity "&postid"
line 422 column 74 - Warning: <style> isn't allowed in <td> elements
line 422 column 9 - Info: <td> previously mentioned
line 422 column 961 - Error: <z> is not recognized!
line 422 column 961 - Warning: discarding unexpected <z>
line 422 column 984 - Warning: discarding unexpected </z>
line 422 column 1010 - Error: <z> is not recognized!
Tidy found 463 warnings and 12 errors! Not all warnings/errors were shown.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md