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04-23-22 11:29:46 PM
Jul - SM64 Hacking (Archive) - SM64 Music Editing New poll - New thread - New reply
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Rena
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Posted on 02-06-08 12:55:58 AM Link | Quote
Jul - Post #2270 - 02-05-08 07:55:58pm
Heck no. USF is the ROM with all the non-music-related code removed.

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Posted on 02-06-08 03:08:09 AM Link | Quote

Originally posted by Stevoisiak
Ohh! So, if you have a miniusf file, it could be easily added to SM64? If so, Ive got a Miniusf file to insert.

...no...

Regardless of what format your music is in, it will not be EASY to insert, at least not yet. Just let it go for now.

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mreeew!
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Posted on 02-06-08 07:31:19 PM Link | Quote
Ah GOD FUCKING DAMN IT!!

OK, I've asked on VGmusic.com, I've searched Google, and I've asked here, and no one's even gonna bother giving me an answer?

If you open up a *.miniusf file of a Super Mario 64 tune in a Hex Editor, is it possible to change values, so as to make only certain channels play? I.e. can you mute certain channels? If so, which values do I change, and what do I have to change them to to have only Channel 1 or Channel 2 or Channel 3 playing?
Lyskar
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Posted on 02-06-08 08:07:18 PM Link | Quote

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Metal_Man88
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Nobody here likely knows. In fact, I deleted another response to your question which simply said "That's got to be pretty hard" which was dumb.

Why don't you ask The HCS64 people who made the format and their associates???

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Posted on 02-06-08 10:35:17 PM Link | Quote
So, nobody knows how I can make my MINIUSF file usable? Now that I think about it, why would someone even use that format for MUGEN stage music if it doesn't work?
Lyskar
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Posted on 02-06-08 10:38:08 PM Link | Quote

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Metal_Man88
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It works if you play it in Winamp with in_usf (the plugin) installed.

It may be possible to do that in MUGEN? I dunno, maybe I can poke my MUGEN friend and ask them.

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Stevoisiak
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Posted on 02-06-08 10:43:37 PM Link | Quote
Originally posted by Metal_Man88
It works if you play it in Winamp with in_usf (the plugin) installed.

It may be possible to do that in MUGEN? I dunno, maybe I can poke my MUGEN friend and ask them.

No, no, I tried to use it for the pokemon stadium stage, and MUGEN crashed. All I want to do is translate it into an MP3, like I did with that OGG file I got with the PC stage. Unfortunatly, Audacity is clueless with a miniusf.
Lyskar
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Posted on 02-06-08 10:47:23 PM Link | Quote

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Metal_Man88
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Again, Winamp + in_usf can play it, and with disk writer you can make it an mp3. Or you could just find an mp3 elsewhere, really. It's not that big of a deal.

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Posted on 02-06-08 11:26:52 PM (last edited by Hiryuu at 02-06-08 08:28 PM) Link | Quote
NOW this is making sense.

MUGEN uses a plugin that makes WINAMP run in the background when a certain file is chosen to run. Usually this is an MP3 or OGG or any Winamp-native file. in_usf WILL DO THE JOB BUT IT ISN'T ENOUGH. You'd have to have the LIB file to go along with it as well, which is what I said in the last closed thread (which no one paid attention to). If it was a straight USF file then you do NOT require the use of a LIB file alongside of it.

But since it's MUGEN, I don't know if that means you need to access the miniUSF in the same directory as the LIB or not. It may not work period.

As for creating MP3s or OGGs out of Audacity and Goldwave...don't be stupid. You need to do what MM has stated many times now (use Disk Writer and create the sounds from Winamp in a .WAV file) then take said WAV file and convert it however you choose.

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Drag
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Posted on 02-06-08 11:49:23 PM Link | Quote
Drag's Post #576
Originally posted by The Ultimate Koopa
If you open up a *.miniusf file of a Super Mario 64 tune in a Hex Editor, is it possible to change values, so as to make only certain channels play? I.e. can you mute certain channels? If so, which values do I change, and what do I have to change them to to have only Channel 1 or Channel 2 or Channel 3 playing?

No, it's not that easy. Here's why:

Unlike previous consoles, like the NES, GB, and SNES, which all featured multiple channels (only one note per channel), the N64's sound hardware is modeled differently. The N64 has no hardware mixer. As such, there are no "channels" in the way that you'd expect. Instead, it has 2 channels, one for left output, one for right output (stereo sound). It is up to the music engine to mix the notes together and send them to the output. Thus, the channels that you are looking for are all in the software (if they're even there at all), and the software varies from game to game.

So, the only way to mute channels would be to know how the music engine works, and know if there's some kind of command (if any) to mute channels.

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Rena
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Posted on 02-07-08 12:24:12 AM Link | Quote
Jul - Post #2280 - 02-06-08 07:24:12pm
Additionally, USF files are basically an N64 ROM with non-music-related code stripped out, and some parameters to control the music engine to get it playing sound. So there's no convenient universal way to modify them. You'd have to examine the code and hack it to disable certain instruments.

If you knew where the instrument samples were, you could replace them with silence. That may be easier.

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Posted on 02-07-08 06:56:03 AM Link | Quote
Originally posted by Drag
Originally posted by The Ultimate Koopa
If you open up a *.miniusf file of a Super Mario 64 tune in a Hex Editor, is it possible to change values, so as to make only certain channels play? I.e. can you mute certain channels? If so, which values do I change, and what do I have to change them to to have only Channel 1 or Channel 2 or Channel 3 playing?

No, it's not that easy. Here's why:

Unlike previous consoles, like the NES, GB, and SNES, which all featured multiple channels (only one note per channel), the N64's sound hardware is modeled differently. The N64 has no hardware mixer. As such, there are no "channels" in the way that you'd expect. Instead, it has 2 channels, one for left output, one for right output (stereo sound). It is up to the music engine to mix the notes together and send them to the output. Thus, the channels that you are looking for are all in the software (if they're even there at all), and the software varies from game to game.

So, the only way to mute channels would be to know how the music engine works, and know if there's some kind of command (if any) to mute channels.


I can mute channels in Banjo-Kazooie, with a hex editor though. I was wondering if it was the same with SM64.
Rachel Mae

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Posted on 02-08-08 01:12:33 AM Link | Quote

I'm certain it's doable, but obviously not in the same way as Banjo-Kazooie, since they use very different sound engines. We're still picking apart the SM64 engine here, hence the difficulty in answering your questions.

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Posted on 02-09-08 10:22:34 PM Link | Quote
From looking at the RAM I know there are a number of flags stored that control certain 'channels.' E.g., you can mute Mario's voice, the sound of his feet and so on which comes in very handy for not having to put up with Mario's voice when playing as Peach or other characters.

James S.

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Posted on 02-10-08 02:00:39 PM (last edited by Stevoisiak at 05-05-09 07:44 PM) Link | Quote
Maybe if someone could fully explain how we added music in SMW, and why it can't be done in SM64, it may make more sence to me.

Edit: MAN! I was a noob back then! What was I thinking!
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Posted on 02-11-08 01:13:15 AM Link | Quote
Originally posted by Stevoisiak
Maybe if someone could fully explain how we added music in SMW, and why it can't be done in SM64, it may make more sence to me.

SMW is not SM64 would seem to be the easiest answer...

To elaborate, SMW's sound engine has been figured out, people have written tools for it... these tools would be entirely useless on SM64, which is for an entirely different console with a completely different sound chip than the SNES's SPC-700, and because of that has a completely different sound engine- now, music editing is by no means impossible, but is in such a stage of infancy that you'd basically have to figure out many things yourself. To get where we are in SMW Music hacking took a lot of work, work that hasn't been done on SM64 as of yet.

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Posted on 02-11-08 02:55:04 AM Link | Quote

Why is this topic still going in circles?

- Music cannot be imported to SM64 yet. We don't know how. Some very smart people are working on it.
- SMW IS NOT SM64. They have absolutely nothing in common. Their music formats are completely different. Explaining SMW's inner workings will not help. Stop bringing it up.

I will not hesitate to close this topic if you keep filling it with useless questions.

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Posted on 02-11-08 12:55:20 PM (last edited by Jon at 02-11-08 09:58 AM) Link | Quote
Originally posted by Stevoisiak


All I want to do is translate it into an MP3, like I did with that OGG file I got with the PC stage.



Well, It is possible to convert miniusf's into MP3's (kinda)


What you should do is get Winamp with that 64 note plug-in, go to your volume controls, go to Options->Properties-> Then click "recording", then on the properties window check off the first box there (if it isn't already checked off) then press Ok. Then on the window, there will be the thing you checked off, check it off again in the box below it that says "Select" next to it, then open up a recording program ( I use Wavepad) then press record, then play your miniusf file in Winamp, then when the song is finished press stop on your recording program. You just recorded the song just how it sounded, no low quality or static.

That thing you checked off, was a plug-in i think that instead of recording from a microphone, it records sounds from your computer instead, But, there is a problem, I check off "Record Master" to record sounds from my computer and the name differs with sound cards and possibly drivers. That means the sound card i have now (a Creative Sound Blaster Live!) if i were to put in another sound card the Record Master would change to something like "Record Mixer" or something else. I'm sorry if I didn't make sense to everyone but i'm trying to help.

I really do hope this helps, and I based this off of Windows XP, so if you have vista it might be a little different on trying to find it

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Posted on 03-01-08 01:13:18 AM Link | Quote
I suppose I could drop my 2c here

Anyway, just to clarify, SM64, MK64 do not use the compressed MIDI format used by a lot of other N64 games (SSB, GE, PD and other rare games come to mind). I remember someone telling me it used an arbitrary binary language that sent raw data to registers. In any case from what I've seen it looks nothing like MIDI, but I am happy to share the little bit of info I have found when I looked through this (forgive me , it's been a while). And it is nothing like Sappy(MusicPlayerAGB2000) or DSMidi(Nitro Composer)

Of course as you might already know, srip can obtain the addresses for/rip samples/sounds from the ROM, and even outputs a nice .h file of addresses and structs. So this is kinda covered (apart from the ADPCM re-compressing). MK64/SM64 instruments/samples are structured differently though, and SRIP has unnamed fields .. but it's not too difficult to work out what's what.



DISCLAIMER: ROUGH NOTES TAKE STRAIGHT FROM .TXT FILES do not expect to be straightforward, however any questions I am happy to answer

bc5f60
bcb120
BDC350


9x 00 yy - set channel x instrument to yy

*D3 xx - ?? (usually 20)
*D5 xx - ?? (usually 32)
*D6 xx xx - jump to xx xx
*D7 xx xx - channel enable flag
*DB xx - Set global volume (averages around 59)
*DD xx - set speed in BPM
*FD 08 - ??

bcb478 - drums
C1 xx - set instrument
C2 - ?
C4 - ?
DC xx - ?? (seen as 00)
DD xx - ?? (seen as 40)
DF xx - channel volume
E9 xx - ?? (seen as 0A)
FD 08 - ??
FF - end track


LOL sorry it wasn't much. I am still looking for mote notes..I remember having some notes on how to at least do a note on.

It's hard enough trying to find my notes on SMW/SMAS as it is. In any case if anyone is interested in the normal U64 midi compression I have more notes on that

Hope it helps and glad to see people are continuing the music hacking dream, I just don't have the time these days.
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Posted on 08-04-08 11:48:31 PM (last edited by messiaen at 08-08-08 09:24 AM) Link | Quote
I have made some great progress on the sequenced music format!

Here is a note table:


Octave|| Note Numbers
# || C | C# | D | D# | E | F | F# | G | G# | A | A# | B
------------------------------------------------------------------------------
x-1 || 1B | 1C | 1D | 1E | 1F | 20 | 21 | 22 | 23 | 24 | 25 | 26
x || 27 | 28 | 29 | 2A | 2B | 2C | 2D | 2E | 2F | 30 | 31 | 32
x+1 || 33 | 34 | 35 | 36 | 37 | 38 | 39 | 3A | 3B | 3C | 3D | 3E


When this table is used, here is the format:

{58} 85 [22] (18) # eight-note G

{} = Velocity
= Not really sure, but something like ticks before NoteOff.
[] = Pitch (normal table)
() = Duration (18 = eight-note, 30 = quarter-note, 60 = half-note, 20 = triplets, all simple proportions) [delta-tick?]

This alternate note table is also used. It's basically the same plus 80 (hex), so it sets some kind of flag:


Octave|| Note Numbers
# || C | C# | D | D# | E | F | F# | G | G# | A | A# | B
------------------------------------------------------------------------------
x-1 || 9B | 9C | 9D | 9E | 9F | A0 | A1 | A2 | A3 | A4 | A5 | A6
x || A7 | A8 | A9 | AA | AB | AC | AD | AE | AF | B0 | B1 | B2
x+1 || B3 | B4 | B5 | B6 | B7 | B8 | B9 | BA | BB | BC | BD | BE


When this alternate table is used, we have 3 bytes instead of 4. "Duration" is omitted (it uses the last parameter supplied). Excerpt:

{64} 40 [24] (60) # half-note A (normal pitch table)
{5C} C8 [26] (20) # triplet B

{64} *40* ~AC~ triplet F # Begins alternate, 3 byte format. Duration = 20 (last one)
{5E} *88* ~AC~ triplet F
{62} *90* ~AC~ triplet F
{5C} *50* ~AB~ triplet E
{5E} *60* ~A9~ triplet D
{64} *58* [27] (80) C

And here is one VERY important thing, the *JUMP* command, which is also used for Loops!

[FC] [1B EE]

[00] = Jump
[01, 02] = Jumps to offset 0x1BEE, counting from the begginning of the sequence.

The "FF" character to indicate when to jump back. Here is one loop example using this command:

FC 1B EE # Jump to 0x1BEE (0x00 = 7B4080,start of track). Return when ch = FF.
FC 1B F9 # Jump to 0x1BF9
FC 1B EE # Again (Manual Loop)
FC 1B F9
FC 1B EE # Again (Manual Loop)
FC 1B F9
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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