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Forum Index - SMW Hacking - General SMW Hacking Help - spc files |
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| Posted on 2009-01-27 03:24:07 AM |
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is it possible to get .spc files from other SNES games? there are a couple songs from a few games i want to use but cant find midis of them :/
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| Posted on 2009-01-27 03:35:15 AM |
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You can't put a SPC into SMW. SPC is just a format you can listen to outside of a game. (unless that's what you want)
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| Posted on 2009-01-27 09:08:32 AM |
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You can export a song to an SPC file, though, as Kaijyuu said, you won't be able to insert it to SMW that easily.
To get the SPC, open the game in ZSNES, and right before the song starts, press F1 and select "Save SPC data". The SPC file is saved in the same folder as the ROM. (In snes9x, click on "File --> Save other --> Save SPC data".)
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| Posted on 2009-01-27 09:08:46 AM |
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1: You can get a SPC from any game. Just hit "dump SPC" (on your emulator) at the start of the song.
2: You can turn SPCs into MIDIs with a program called "SPC2MIDI" found in the tools section. You'll have to fix up the .txt file when you get it, because Tinymm messes up a few things.
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| Posted on 2009-01-27 02:26:48 PM |
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1. To elaborate on Noobish Noobsicle's points:
SPC2MIDI messes up most-to-all the durations in the song because instead of converting the data, it rerecords it - it would take ages to fix manually, but you would at least have -most- of the notes at the correct pitch, apart from percussion. The MIDI is great for listening to though if you have set up correct instruments, since its duration errors are not audible... but its use for porting is limited because of said errors.
Tinymm reverses octaves, which are easy to fix, but it lacks triplet interpretation, so you would also get a few false durations when running a MIDI through it, and rarely, if ever, desynchs the song since the math seems to balance out somehow with the interpretation, or it's off by a mere fraction of a fraction of a fraction of a second and you can't really notice it. o.0 In addition, if you port from a MIDI, I recommend getting a MIDI editor to separate polyphonic channels and to be able to read chords on a channel, since tinymm will not export chords on the same track and polyphonic channels usually export the bass track above the treble track, often meaning you lose an important melody line you could need for your port, and you could end up with rogue rests which can be avoided by separating polyphonic channels.
2. To answer the original question:
Short answer: Yes, but it takes a much longer time to do than MIDI porting.
Long answer: If you are absolutely certain no MIDI exists of the song you want, your next best bet would be to try to crack the format of the music data in the game/specific SPC you want and manually transpose it to AddMusic MML (the familiar texts you insert) so you'll always have your text, easy and ready to put in any SMW ROM.
While it's completely possible to transpose from SPC to text for inserting in SMW... it's very, very time-consuming if you're making your own documentation for it. It would help to download an SPC set and maybe the game your song is from, so that you can compare SPC files to better know which data the SPCs have in common (when you find areas with many different bytes, you may be closer to isolating the song data apart from the rest of it, especially if the songs start at the same PC address in the SPCs you are comparing) and to track it down in the ROM (if your hex editor doesn't allow you to just copy bytes out, since mine didn't and I had to load it into SNES9x debugger and copy it from there, then again, I have the weirdest methods for everything and am probably doing this the really long way) and then take out the song data bytes, from start to finish of the song, once you have found it, and stick them in notepad.
In many cases, the songs would be grouped close together in the ROM, so if you are interested in extracting many songs' data, you can likely take out a huge chunk this way.
The use of keeping the original song data in notepad would be for sorting the data and labeling your progress in the text, since I will say this several times, it's a long process. This will allow you to space it out by channels, put stuff on a different line that uses a different duration than the previous data, where speaker position and instrument changes are, tempo, etc. and make the song a whole lot less of an eyesore, and a whole lot less intimidating to work with. It also makes it easier to eyeball some patterns and make a good guess at which byte does what before you start editing the SPC to find out more information.
Get a hex editor so you can change some values in the song data in the SPC and listen to it in WinAMP or another SPC player and pay attention to find out what changes. When you know what it is, keep a note of it - especially if you plan to transpose a lot of songs from a certain game. It's a boring process sometimes, but this is how you would go about finding the notes, commands, durations, and such.
Since you are transposing to MMLish format, you will not need to worry about finding out how the pointers work (often located before the start of the music in the first channel) but you would definitely need to know what the durations, note pitches, and instrument information is, almost certainly the volume if you can't approximate the volume by ear or just want it spot-on in accordance to the original song, and speaker position if you want it to have the correct speaker positions according to the song. You will also want to know where each channel begins or ends.
It's rare for the same number in tempo in one game to equate the same speed in SMW, so you can still approximate this by ear and not have to worry about the tempo number in the original song. Pitch bends/slides and stuff would also be very useful to figure out if you want super-accurate songs, and if you can not figure out where the intro is marked by ear, find out where that is as well.
Creating the documentation to refer to before you can begin porting would likely be the most time-consuming part in all of this... but I assure you, you can make some truly stellar ports this way since SPC songs were made with the limits of SPC in mind, of course, so you would never have more than eight channels, for instance.
Here's some N-SPC documentation that I found incredibly useful in learning the N-SPC format. N-SPC is one of the more common drivers, and hopefully the game you wish to port from is one of these to make your job much easier:
MajinBlueDragon's notes
Mattrizzle's notes
Some side-notes to help you: Duration in N-SPC is always defined before the music notes that use that specific duration. Channels start with FA. Some commands, between CA and DF, for instance, that have no specific use in these documents that appear often in some channels could be used for percussion, especially the Cx ones.
You could also attempt it by ear if you are musically adept enough, but that, IMO, is incredibly difficult. Either way, good luck if you wish to attempt the port in either of these manners. They require tons and tons of patience.
Sorry I could not get more specific than this, but I don't know which game(s) you're porting from, so I do not know which sound driver it uses. I know two SNES drivers' formats, one being N-SPC, so if you told us the game(s), perhaps I could verify whether or not it is N-SPC. Many first-party SNES games, like Mario games, Kirby games, and Zelda games, will use N-SPC though.
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If you still want to try to find MIDIs to use of the games you want, sometimes you could get lucky Google searching, especially on JP websites - there are a few other pages out there with MIDIs that aren't on VGMusic that are pretty good.
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| Posted on 2009-01-29 12:29:15 AM |
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Originally posted by Kyoseron
...Sorry I could not get more specific than this, but I don't know which game(s) you're porting from, so I do not know which sound driver it uses. I know two SNES drivers' formats, one being N-SPC, so if you told us the game(s), perhaps I could verify whether or not it is N-SPC. Many first-party SNES games, like Mario games, Kirby games, and Zelda games, will use N-SPC though.
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If you still want to try to find MIDIs to use of the games you want, sometimes you could get lucky Google searching, especially on JP websites - there are a few other pages out there with MIDIs that aren't on VGMusic that are pretty good.
i managed to fine TWO midis from the game i want to get the songs from but neither are what I'm looking for >_> ...im looking for midis of a game thats not very popular but has some really good music, its called Darius Twin, im looking for the first level's theme http://www.youtube.com/watch?v=8NZf-1sFKXE that video is the song i want to use but i can NOT find a midi at all, seeing as how i basically have no live i might as well learn how to do this, i DO know how to read and write music and can decipher by ear but like you said, it IS rather difficult i dunno, ill see what i can do
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