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05-03-22 03:10:52 AM
Jul - Posts by S.N.N.
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S.N.N.
750
Level: 58


Posts: 285/755
EXP: 1524412
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
Last activity: 5.6 years

Posted on 12-28-08 03:21:07 AM, in Pit of 100 Trials - I am not crazy. Link
Oh my god, Kattwah's layout works!
--------------------------------

I've listened to that track about 100 times (if not more), yet I still can't hear these coughing sounds in it. A couple people I know who are in love with this soundtrack say that they can hear them, but in all honesty, I just can't.

(I was going to say that it could be a super low pitched orchestra hit or something, but that would pretty much be a shot in the dark.)

____________________
S.N.N.
750
Level: 58


Posts: 286/755
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
Last activity: 5.6 years

Posted on 01-08-09 09:57:31 PM, in bob's game Link
Oh my god, Kattwah's layout works!
--------------------------------

Must have been living under a rock for the past couple of months, but this is my first time hearing about this.

It's a shame too - I mean, the game doesn't look bad, but the way he goes on about it is just .. wow. Never seen anyone as nuts as he is. Also....

Originally posted by Bob
A young hero trying his best- like Mario, or Link- won't be abandoned and tossed aside, will he?


Not going to deny that I lol'ed at this.

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S.N.N.
750
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
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Posted on 01-11-09 03:28:14 PM, in The General Project Screenshot/Videos Thread... Link
Oh my god, Kattwah's layout works!
--------------------------------

The font could really, really use some shading. It looks far too plain.

Other than that, there isn't too much there to comment on. The background seems pretty Zelda-like, which is nice.

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S.N.N.
750
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
Last activity: 5.6 years

Posted on 01-13-09 10:16:52 PM, in Jul Pub Link
Oh my god, Kattwah's layout works!
--------------------------------

Woah. I thought less of Thoughtless when he vanished over a year ago. Nice to see that you have returned, heh.

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S.N.N.
750
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
Last activity: 5.6 years

Posted on 01-13-09 11:39:18 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Oh my god, Kattwah's layout works!
--------------------------------

I meant to comment on this earlier, but it slipped my mind.

If you based this off of Addmusic RevX, then I would assume all of the commands used in the MML are the same. I noticed you wondering about the * command earlier today .. not sure if you're still wondering what it does, but I may as well elaborate since I'm here and I need something useful to post.

The * basically allows the first loop used in a specific channel to be used again elsewhere in the same channel. Something like:

#0

a32a32 b16c8
a32a32 b8d4^16
a32a32 a32a32
c32a16 a32a32

could translate to this:

#0

[a32a32]1 b16c8
* b8d4^16
*2
c32a16 *

where the 1 on the initial loop is required to SET the loop, and any *s after that call the loop. The *2 would loop the first loop twice.

Assuming you haven't figured that out yet, that's what it does. There are a ton of others as well, so if you're not sure of what they are, I might be able to help.

(of course, if you've already figured them all out, then never mind. Heh.)

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From: Ontario, Canada

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Posted on 01-14-09 06:49:15 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Oh my god, Kattwah's layout works!
--------------------------------

Ah. Alright.

-The / commands designates an intro. However, it must be used on every channel, or else when the song loops, it will only play the data on whatever channel has it. Here is a little sample.

Normal Loop:

#0

a16a16a16a16
b16b16b16b16
c16c16c16c16

#1

d16d16d16d16
e16e16e16e16
f16f16f16f16

I'm sure you're familiar with this, obviously. When the end of the data is reached, it will loop back to the first note on each.

One Channel /

#0

a16a16a16a16
/
b16b16b16b16
c16c16c16c16

#1

d16d16d16d16
e16e16e16e16
f16f16f16f16

When the song reaches the end of the data, it will loop. However, it will start from wherever the / is - in this case, it would play the set of 8 notes after the / in channel #0, and continuously loop back to that point. Channel #1, however, will not play anything after that, as you have not designated a / there.

Correct Use of /

#0

a16a16a16a16
/
b16b16b16b16
c16c16c16c16

#1

d16d16d16d16
/
e16e16e16e16
f16f16f16f16

That will make each channel start four notes in at the loop point. Just remember though .. if you have three 16th notes before the / on one channel, and four 16th notes before the / on another, the song will desync upon looping. Each / must have the exact same note durations before it.

tl;dr, it's a loop marker that should be used in each channel. Hope that clears things up.


The pan (y) command adjusts speaker position, as I'm sure you know. y10 is centered, y5 would be the left speaker, and y15 would be the right, if I recall. From my experiences, going any higher or lower than these seems to have some strange effects on the volume, so I'd say a desired range would be y5-y15. You can also change it mid channel to produce some really cool ambient, or echo effects.

i.e. a16 y6 b8 y7 c4 y9 d4 y10 e4 y12

etc.


As for the tempo, there was a formula if I remember correctly. I think that you take the tempo value (i.e. t50), multiply it by 12 and divide by 2 to get the BPM. I could be wrong though, but it's something similar to that.

Hope all of this info helps you out a bit. If you need any clarification or more help, just ask.

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Since: 07-21-07

From: Ontario, Canada

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Posted on 01-16-09 08:45:30 PM, in bob's game Link
Oh my god, Kattwah's layout works!
--------------------------------

Originally posted by Bob
THEY WANT TO SILENCE ME
FOR A REASON!


Them and the rest of the world.

What a nutjob :\.

____________________
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S.N.N.
750
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Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
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Posted on 01-24-09 02:27:31 AM, in By the way Link
Oh my god, Kattwah's layout works!
--------------------------------

Feels like just yesterday that I registered on incarnation 2. Four years later, I'm still here. Kind of.

Happy Acmlmiversary!

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Since: 07-21-07

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Posted on 01-28-09 02:09:18 AM, in TSOP REBMUN ENIN DNASUOHT Link
Oh my god, Kattwah's layout works!
--------------------------------

That has got to be the worst 9 ever. Totally.



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Posted on 01-28-09 02:19:55 AM, in TSOP REBMUN ENIN DNASUOHT Link
Oh my god, Kattwah's layout works!
--------------------------------

I'm almost sure when I first saw him do that to me, I threw the Game Boy down and jumped about three feet back. Still some freaky stuff there.

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From: Ontario, Canada

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Posted on 01-28-09 04:17:36 PM, in TSOP REBMUN ENIN DNASUOHT Link
Oh my god, Kattwah's layout works!
--------------------------------

...and this is where I must say that I was expecting the (9) joke at least 20 posts earlier.

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From: Ontario, Canada

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Posted on 01-28-09 05:12:00 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Oh my god, Kattwah's layout works!
--------------------------------

Good work there messiaen (as I already told you). I looked through some of my old MMLs, since I have about 250 that I've made over the past couple of years. I found a set of nice Cave Story ones which could work well in this. They don't use any N-SPC commands (SNES format), nor do they have anything that you DIDN'T say was in it.

Link

It's 7 Cave Story MMLs which are all set up, except for the instruments of course. You folks are more than welcome to play around with them, if you'd like.

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Posted on 01-29-09 05:03:27 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Oh my god, Kattwah's layout works!
--------------------------------

In SMW, channels 5, 7, and 8 are usually set to quiet percussion (usually kick drums, as these channels are sound effects, and SFX > Music in priority). I'm not sure how it works in SM64, so it could either be the same, or different.

Something else that would be interesting (once you finish with the instrument changing) would be the label loop, which would even further reduce the size of the insertion. Are you familiar with this works? If not, I can show you one of my more recent MMLs that uses it.

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Posted on 02-01-09 04:56:12 AM, in I have the opportunity to name a star. Link
Oh my god, Kattwah's layout works!
--------------------------------

Obviously Twinkle Star.

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Posted on 02-01-09 09:25:58 PM, in Choco Island 2? Link
Oh my god, Kattwah's layout works!
--------------------------------

Pulled from SMWC's ROM map:

36BFB $06:E9FB 181 bytes Level data Chocolate Island 2 - Level 1
36CB0 $06:EAB0 91 bytes Level data Chocolate Island 2 - Level 2
36D72 $06:EB72 76 bytes Level data Chocolate Island 2 - Level 3
36DBE $06:EBBE 102 bytes Level data Chocolate Island 2 - Level 4
36E7E $06:EC7E 75 bytes Level data Chocolate Island 2 - Level 5

And

36A97 $06:E897 238 bytes Level data Level 024 (Main)

Assuming this is what you're looking for of course. Excuse the disorganization - the first "column" is the ROM address, second is the SNES address, third is the length, fourth is the type, and fifth is the room.


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Posted on 02-09-09 10:55:43 PM, in Another SMW Hack - Mario's New World Link
Oh my god, Kattwah's layout works!
--------------------------------

Looks generic and/or boring.

Also, you have a ridiculous amount of ugly palettes crammed into those two screenshots (foreground, status bar, and what is up with the TIME anyway?) Fix them.

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Posted on 02-09-09 11:01:10 PM, in Dpad Hero - Homebrew Nes Guitar Hero~ Link
Oh my god, Kattwah's layout works!
--------------------------------

To be honest, I think I care more about how awesome that song sounds in 8-bit, rather than the game itself. It looks pretty good, but I'd gladly just take a ROM that contained that track alone. Heh.

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Posted on 02-09-09 11:02:36 PM, in What's on YOUR mind? Link
Oh my god, Kattwah's layout works!
--------------------------------

I really need to do something more productive than spamming F5.

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750
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From: Ontario, Canada

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Posted on 02-09-09 11:04:53 PM, in Road to 100,000 Link
Oh my god, Kattwah's layout works!
--------------------------------

I didn't partake in the spree. If I were anything like the old days though, I probably could have fired off 200 posts....

....naaaaaah

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Jul - Posts by S.N.N.


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

38 database queries, 19 query cache hits.
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