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Posts by Albert1234
Albert1234's Profile - Posts by Albert1234
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Good Morning...
I'm Albert1234

I'm working on these music ports for a ROM Hack, but I'm not very good at doing them so I need someone to improve them...

This is a port of the song from the Mario's Time Machine (NES) title screen:

Download TXT File

This is another port ... This time from Buoy Base Galaxy (SMW style):

Download TXT File

Who is interested in helping to improve these ports, can respond to the post.

NOTE:It is possible that the Buoy Base Galaxy port give error so it must be corrected.
Originally posted by Counterfeit
I am not familiar with either song but can give you some information. For the first one, you have a 8^32-length intro. You can remove r8^32 from the start of the channels and switch the r1^2^32 to r1^4^8 in the first. For the second song, a lot of octaves in the MIDIs can be shifted down one and have an appropriate pitch in the port: start using ctrl+H and with the lowest octave listed, shift it down by 1 so you do all of them evenly.
o2 -> o1
o3 -> o2
o4 -> o3
o5 -> o4
o6 -> o5
o7 -> o6 if there are any o7
Your highest note reachable is C5 in hex which is o6a, and beyond that it will not work because rest and tie are the next hex designations and there are no higher notes that can be obtained without using $FA $02 $xx and modifying the subsequent notes to be below that ceiling of o6a, to increase the pitch.

If you are missing a lot of audio, go to the custom music board and download NeutronCat's MIDI2MML tool as it features chord-splitting the output. You may have to cross-reference with your text or a MIDI editor as it is incomplete in what notes it can export, but you may also get clean output too.

I'm fixing the ports, but I have another question. Do you happen to know how to use the SPCtoMML program or do you know a tutorial on how to use it?
I already fixed the ports, any suggestion they have can be published in this post.

I need help to edit the Peach text that appears after defeating Bowser.

I also need to disable or remove the ending where enemy names appear... Is there an ASM patch that allows to do that?
What I want is simply that after the scene appears where Mario and Peach are together with the Yoshis (Where the text "THANK YOU" appears), Instead of the enemy names showing up, I just want the Mario, Luigi and Peach screen to appear along with the text "THE END".

NOTE:I have the custom power-ups patch and some Sprites (mostly mushrooms and coins) don't show their GFX (They only show an X)

Ok... But, What should I write where it says "copy your table here"?
Originally posted by KevinM
Copy the table I posted (the Big table), and change the numbers as I explained earlier.

Ok... But where it says "Number of letters you're drawing" do I have to put a value in decimal or hexadecimal?
I already modified the text, but I modified the GFX0D file by adding other capital letters, but after inserting it into ROM it looks like it has received no modifications.

Track Name: Buoy Base Galaxy - Super Mario Galaxy
Sampled?:Samples from Super Mario World Original
Audio Reference:
Note Data Reference:MIDI
Originally posted by 7 up
Originally posted by quietmason
An unsampled port of Buoy Base Galaxy already exists in the Music Section.

Doesn't hurt to ask for a new one, though.

I think it is no longer necessary
Originally posted by quietmason
Originally posted by Albert1234
Track Name: Buoy Base Galaxy - Super Mario Galaxy
Sampled?:Samples from Super Mario World Original
Audio Reference:
Note Data Reference:MIDI

An unsampled port of Buoy Base Galaxy already exists in the Music Section.

Thank you!
I Insert a port with samples in a level, it is heard without problems but the other sounds are strange.

Here is this video so they know what I'm talking about:
Originally posted by quietmason
Assuming that this sampled port is from the Super Mario All-Stars: Ultimate Edition Sountrack hosted here, and looking at the .txt files, it seems that the authors made the sampled version only with the addition of a sampled timpani drum loaded into channel 7, which is also a channel used for sound effects. This can cause some sound effects to play incorrectly (I think this is what's happening here, but I could be wrong). If you can live with the unsampled version (with the only difference being a slightly different drum), I would advise that you use that version instead.

I made the port myself with the SPCtoMML program.
Originally posted by KevinM
Add #optimized at the top of the samples definition (so right after "#samples {"). But anyway you can also just use the port from the SMAS OST linked by mason.

What does this error mean?
I'm making a port using that program, but the song stays incomplete.

Here is this video so you know what I'm talking about:

Video of the port in operation in the game:
Does anyone know how to modify the music of the credits?
I am trying to insert the Screen Scrolling Pipes of @HammerBrother, but I got an error when inserting the code in Uber ASM.

Will there be some way to fix it?
This is a project that I have been working on for a long time.

It is a Mario RPG game for the NES / Famicom with mechanics from EarthBound Beginnings (MOTHER 1).

The project is currently in the beta phase. To download it and find out more information please visit our page. LAPM International
The Beta 1.2 version of the project is now available.

To download it and find out more information please visit our page.LAPM International
Track Name: Mario's Time Machine (NES) - Title Screen
Sampled?: SMW samples
Audio Reference: NSF (Track 1)
Note Data Reference: MIDI
Pages: « 1 2 3 »
Albert1234's Profile - Posts by Albert1234

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