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Posts by Tamaki
Tamaki's Profile - Posts by Tamaki
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Hello friends! I'm Tamaki, and I'm a random person from the Internet.

I've been a lurker for quite a while now, and I got around registering today. I don't really hack SMW, but I like making music for it! A friend of mine is making a hack and he needed music, thus I learned the process at the beginning of the year. I'm not very good when it comes to adapting non-SNES music to Mario though...

I saw a music request thread today, and that's what moved me to register #ab{:P}. Hopefully the requests will help me practice!

Also, to the admins: I'm sorry if I tried to register using a VPN; I live in my university and they have this site blocked... I had to register with my phone using 4G. I hope this doesn't get me in trouble...

Anyways! Hi!
Originally posted by Daizo Dee Von
Name: Super Bomberman 5 - Master of Time
Type: Port
Sampled: Yes
YouTube: Link
SPC: Link
Midi: Link (surprised one exists)

Thanks in advanced!

Do you still need this? I love Bomberman, so I wouldn't mind giving this a try!
I'm in love with your compositions! Also, the Street Fighter port is also great! I wasn't even aware that game existed.

Great job Macro!
Hello people! I've been a lurker for about a year and a half, and because of time, I haven't experienced one of these events live; I knew they existed, but I only got to read the threads about a month afterwards... but now that I finally made an account here, I wanted to participate!

So today I'm bringing you a few jRPG battle music ports for Super Mario World! I wanted to port some more iconic battle themes, but I couldn't make it in time, and I'll also be busy this whole weekend, so... #smw{x_x}

Anyway, here's a list of what you can find in the music pack:

- Final Fantasy 4 - Dreadful Battle

- Final Fantasy 5 - The Decisive Battle

- Final Fantasy 6 - Dancing Mad (Parts 2, 3 and 5): I wanted to port the entire Dancing Mad, but I noticed there are already two very good ports of parts 1 and 4, so I did the remaining three! Oh, and I forgot to mention: Dancing Mad 5 contains Kefka's laugh for accuracy's sake, but you can remove it by reading the comments inside the text file!

- Romancing SaGa 2 - Battle: I'm aware somebody already made this one, but... I feel like it could be improved in the accuracy department, so I went ahead and did my own version of it.

- Romancing SaGa 2 - Battle with Kujinshi (Boss Battle)

- Romancing SaGa 3 - Battle 2 (Boss Battle): A friend sent me an .spc file of someone's port of this song, but I couldn't find the text file anywhere, so here's my own version of it!

- Trials of Mana/Seiken Densetsu 3 - Nuclear Fusion

As for the download link, here it is!


This is probably nothing compared to what other people have posted or will post in the future, but I still wanted to share a little something I've been working on #smw{:peace:}

Note: All of them will be uploaded to the music section... eventually. Hopefully tonight!
A bit late, but I really like the Metal Beat one! The flute is a little loud, but other than that it's super well made! The FF8 one sounds really good as well, but I'm not too familiar with Final Fantasy after 6, except for FF10 #tb{:p}
Thank you very much for your comments everybody! It means a lot to me that you all took your time to check out what I had in store, especially considering I'm a new user in this community! If I somehow manage to find some time in the next few days, I may upload something more #smrpg{<3}
Hi people! I decided to upload something else before C3 ended! Here it is:

Trials of Mana/Seiken Densetsu 3 - Nuclear Fusion

I really love this boss theme, so I couldn't help myself! I hope you all like it too #smw{:peace:}
This was a very fun event! I was (and still am) impressed by everything people showed. There is a lot of talent here, and I'm glad it's being rewarded. #tb{:j}

As for myself, despite not winning anything, I'm still incredibly happy that people commented on my stuff! I wasn't expecting as much attention from different members of the community, so I feel more than satisfied with that.

Congratulations to the winners! You definitely deserve your trophies! #smrpg{<3}
I have another oddity you can add to the list:

Setting the GAIN byte in a custom instrument to a value lower than $80 ($00 to $7F) will sometimes bug remote commands, more specifically event 3. What happens is that some samples (I don't know what causes them to be affected) will play a note when the release GAIN is supposed to happen, and so, if you slow down the SPC enough, you'll listen to a small click.

Basically, what happens is that the remote command somehow turns the rest into a note instead of a tie like it's supposed to. The note will have its correct GAIN value, so sometimes it isn't very noticeable unless you pay close attention.

tl;dr: Always make sure to set the GAIN byte of your custom instruments to $80+ to avoid issues with remote commands.
Originally posted by Samuel
I'd like to see someone find a way to recreate Toms and Tubular Bells somehow.

I've been messing around with the original samples for the past few days for my own purposes, and I got something that kind of resembles a Tom, but it's not very practical because you need two channels:

@10 $FF $F7 $80 $05 $00
@0 $FF $F5 $80 $03 $00	;Use with $EB $00 $10 $E7 and mantain the octave and notes


I don't think I've nailed it down yet though... I think the key is to have the @0 play at ~6 semitones lower than the @10, and to use the latter with relatively high notes, but I haven't found the sweet spot yet.

Maybe you can experiment a bit on your own. You can change/lower the release of the @0 if you want it to have a deeper sound.

As for the bell... yeah, that one is difficult to do. You would need to use some weird pitch modulation tricks, but that also affects its practicality because it eats two whole channels.
Originally posted by Nameless
Lastly, .BNK conversions are still at a halt, but they'll be done in due time, pinky swear. One of the music packs will even rely on this, as well. There's a lot of songs to be done, so be patient as we sort them all out.

Is there a list with all .bnk music? I could probably help you guys with that, if it's allowed! I don't have much time nowadays to port, but .bnk conversion isn't very difficult from my experience, so I might be able to work on that in my free time. #tb{:p}

Unless you ask me to convert something crazy like Disco Train...

Anyway, thanks for your hard work!
Originally posted by AntiDuck
Another futile attempt at a port request, but can someone please do a port of this song, preferably a fully sampled port, but not completely required if it's too difficult.

NameRomancing SaGa 2 - Last Dungeon
SampledYes (if possible)
SPC fileLink
midi fileLink

Hi! I wanted to let you know that I just ported it for you! I hope you like it. #tb{:p}
May I suggest The Final Phase - Total Rocked Out Edition? For being an 8 year old port, it still holds up today! Granted, it might not be very useful in hacks, but it's incredibly well done regardless.
I tried editing the commands a bit, and I found that the easiest way is to rewrite the SFX and add a new SFX instrument to InstrumentData.asm (it's in the ASM folder that comes with AMK). It's probably not the best way of tackling the issue, but I can't seem to find a way to change an instruments's ADSR values directly. #tb{D'X}

If you don't mind having to modify InstrumentData.asm (there should be no consequences from what I can tell), then open it and add this line at the very end:

db $0F, $0F, $00, $10, $00, $FA, $72, $B8, $03

Then, open your SFX file and change all the code you posted to this:

@19,30 c2

This is the resulting SFX (sorry about the music, my AMK doesn't recognize the -sfxdump function...). You can modify how fast/slow the sound fades by editing the $72 byte in the instrument data string I gave you. The range goes from $60 (no fade) to $7F (instant fade).
Are you using music generated with SPCtoMML? If so, the resulting .txt file won't load the original samples, which causes the sound effects to sound glitchy.

To fix it (note that it won't work 100% of the time!), go to the #samples section, and add #optimized inside, like this:

	"sample_00.brr"	$FF $F0 $80 $04 $00	; @30

If you get an ARAM error, it might still be possible to insert the music, but it will require individual testing/editing.
Can you upload the .txt files of the music you're using so we can take a look? Also, just in case, make sure every sample ends with a ! in your Addmusic_sample groups.txt file like in the image below; I remember experiencing issues with the original samples being replaced randomly, and that was the only way of fixing it. It does have some side effects, but I think they don't affect the average user (only porters, basically).

I'm probably not the best person to judge these, but I'll give it a shot!

spaceharrier.spc: I really like this! I wasn't sure at first, but it grew on me really fast. The delayed @6 works really well!

flash.spc: I love catchy songs! This sounds great overall, though it's a bit on the loud side.

zantkntttata.spc: Even though the echo is excessively high for my liking, I still think you did a good job with this! I might not have used @12 as the Toms, but that's just me.

Batman - Stage 2 (Chemistry For Beginners).spc: The intro is a bit empty, but it gets better late on. Pretty nice!

skyshark1.spc: I can tell this one has quite a lot of effort put into it! I'm not the biggest fan of the song itself mostly because it sounds like too many ideas were thrown together with not much cohesion, but I reckon that was a trend back then.

mm2_wind.spc: The arrangement is super nice! The $EC effect on the main melody sounds a bit weird, however.

Doki Doki Panic - Ending 2.spc: This one also has a nice arrangement! That said, I think the vibrato should be toned down; it's too strong, and I don't think it adds much to instruments like @3 and @9. The volume on the @4s should also be toned down, since it's such a loud sample to begin with.

72hoSPC.spc: I think this one would benefit from more instrument variety, but it's not bad at all.

004_mus.spc: The higher-pitched @29 sounds a bit weak, and it would have been nice to add some panning and perhaps a couple harmony channels. The first 30 seconds sound really cool! After the loop it does get monotonous though...

Let Me Know The Truth.spc: The intro could've had a more pronounced volume fade, and the echo makes the @13 drown slightly, but it's not bad. A few extra channels would've made this better.

Mega Man 3 - Wily Stage 1 (16-bit).spc: In general, I think this sounds a bit too dry and somewhat empty too.

steel.spc: I'm not sure about the ADSR choices; they kind of make the whole port sound weak since it's used in almost every single channel.

Shadow Man.spc: Hmm... it's alright I think, but I wish it had more to it since you're only using half the channels the SNES gives you.

Castlevania - Stage 2.spc: The slow vibrato on the @0 makes it sound out of tune more than anything. I also feel like the instruments don't mesh very well together.
I can't figure out why, but it seems like all the comments at the start of the file are confusing AMK. #tb{'_'} Removing them fixes your issue. This is how it should look like:

As a side note: You don't need to add the header in AMK; the program "adds" it (well not exactly, but it pretty much accomplishes the same thing) automatically. #tb{:p}
The song isn't actually bypassing the limit. What happens is that the music engine places the notes in any free space it finds in the channels. At first glance it might be difficult to spot where the notes should go, so you'll have to look extra hard! It's tedious, but at the same time it's kind of satisfying to see how well everything fits together. #tb{:p}

The same thing happened to me when I was porting this, in fact! Sometimes I'd have to look for the tiniest gap in a channel to fit a single note.

I'm sorry if I can't give you a more precise answer; it's a bit hard without having access to your files.
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Tamaki's Profile - Posts by Tamaki

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