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Posts by Skeagle

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This tutorial has an example of UberASM, you could probably learn how to insert it from that.
I can't seem to find what address in rom (or ram) controls the level music. In this case, I want to make it so the player hits a certain block and it changes the level music. This may be very simple, I'm probably just not as experienced navigating through rom/ram map addresses to find the byte. Any help is appreciated.
Now that I tested it I notice a little bit of lag when the block is hit to load another music track. Is the lag just from loading different music or something else?
So, in simpler terms what would I have to do? You lost me at the third paragraph (aka I don't have that much knowledge of asm so is there a simpler explanation?)
It seems I can't really add the 7FB001 flag for the songs because it just sounds glitchy, and all the songs in my hack are all vanilla instruments. Maybe it's because I have a song that plays nothing
Code
#0 w255 t50
@1 v150 o4
r1

but then playing a regular song after hitting the block?
I personally use Bizhawk, which is a multi-system emulator. Most people would suggest bsnes or snes9x (bizhawk basically uses both of these), so I recommend you get one of those. You don't have to buy a controller, I guess that would just be your prefrence. Any hack that you download (I prefer you download from a trusted site like this one or romhacking.net) will be either in .ips or .bps format. To use either of them, you will need a patcher like flips, a clean Super mario world rom (it must be in .smc format), and any super mario world hack in .ips or .bps format. You can then use the patcher to patch the file to the rom and play it in an emulator.

You can also look at this tutorial for further details.
That's helpful, except that, I have more than one song in a level. In fact, in my hack, several hundreds of songs are in one level, and several hundred blocks to control switching the songs by hitting the blocks. So there probably is no way to fix the lag in this case. If there isn't, that's fine, I was just wondering.
ok maybe not several hundreds (like 300 or 400) but to be exact 153. Sorry if there was any confusion lol.
Try patching all of those to a separate rom, and see what happens when you try to apply music to that rom.
Originally posted by NightmareDash


Don't use zsnes. It's old and it causes problems.
I haven't really done anything with palette changing yet, so I need some help. How do I change Mario's palette? I read a tutorial about custom palettes but it seems that they do not affect player palettes...would I need to apply a patch?
Ah, perfect. Thank you.
I'm not really sure what you're trying to do here, but it sounds like you want to change the title screen music. Go to level C7 in lunar magic, and change the music there.
I'm wondering what the best way of tuning a sample is. Currently I just tune it by ear with the brr player. I've also tried using the spc to mml converter to get the right tuning, but that doesn't always seem to be reliable.
I also heard there was a way to see the sample tunings in a hex editor, but I'm not sure if that only applies to certain types of spc's.
Originally posted by Maxodex
Originally posted by Hooded Edge

Usually, if your sample comes from another SPC, then your best bet would be to recognize any note where the sample is used in the original SPC, pausing, and taking a look at the pitch number for that particular note and having your own sample match that number as close as possible using finetuning.

The other method is playing a long C note with an already tuned sample (like any default SMW sample) and then playing a long C note of your custom sample right after it, using your ear to make your sample's tuning as close as possible to the reference one.

Thanks, this was pretty helpful.
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