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New sample utility (Released)

Well done smkdan this is a fantastic thing you have made
All your base are belong to us
Heh, I finally got it to work. I'm currently trying to fit all of Mario Paint's instruments into SMW's.

EDIT:
http://delmaru999.googlepages.com/YI.spc.spc
http://delmaru999.googlepages.com/Underground.spc.spc
http://delmaru999.googlepages.com/SwitchPalace.spc.spc
http://delmaru999.googlepages.com/P-Switch.spc.spc

:)
Hey, Dan.

Having a problem with version 0.53. It's still restarting music when I enter a new area. I went to the switch palace like you did (which still uses default SMW music) and it didn't restart. I tried it with custom music, and it still restarts the song in new areas. All of my levels are set to bank 11. Is there something I'm missing?

By the way. I discovered a weird glitch. If you have bank 11, and add a bank 12, every level you go to will be a water level, and you can't change it in LM. I deleted 12 and did bank 13 instead, and it didn't glitch. Very strange. But I condensed everything down to 1 bank, so it's not an issue.

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
If the sample banks match, AND the "No music" option in LM is selected, there is no restarting for custom music over here. I got that issue with water before, but I just dismissed it because I've been screwing with the ROM a bit too much. It's probably the map16 table which is unprotected and I assume it's completely erasing the 'Acts like' setting for blocks and replacing it with 00 (which happens to be water). Aslong as you avoid the bank which waters everything, it's fine.
yes, I got a similar glitch to that. Just moving the bank worked.
Dunno if this has been reported already but after I inserted Bluemoon's SMRPG Forest Maze port, the "died" music got screwed up, say, it uses all those high-pitched samples which sounds utterly funny. XD
Any way to fix this somehow?
Or did I just something wrong?

Edit: The goal music also has some wrong settings. >_<
Buu-Huu,

If the samples are changed for the whole level, it's going to change every song that plays in the level.

Since I'm using a custom sample bank in EVERY level, I changed the death music to a standard SMW sound effect. The music keeps playing until the black screen pops up, but it's still way better than having the screeching high pitched SMW death music (Which didn't fit my hack anyways). I tried to set it to a custom song, but it plays a different one depending on what custom song I have playing in the level, which is why I have level end sequences playing only after a specific song.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I was wondering why I can't make the program to work. The offsets that I insert are really plenty of 00s, and it´s not working, even with expansion. It says it´s currently being used by the ROM...

I've tested with an unused and expanded ROM, and that works. It´s fun change the Piano Music with the "Earthworm Jim saying "Groovy!"" sample :)
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


You're talking about creating sample banks right?

1MB: banks 10-1F
2MB: banks 10-3F
4MB: banks 10-7F

The ranges above are the expanded area of each, but the entire bank has to be free. 32kb of completely blank data.
Right, I'll check it out.
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


This sounds really cool. The samples have to be .wav's or can they be .midi's, too?

SmkDan, thanks to you, every single aspect of SMW will be modifiable!
All that's left is custom layer 3.
<TLMB> I use YY-CHR to edit DNA
smkdan, are you sure that 4MB isn't banks 10-6F and I-think-it's-72 to 7D? 7E and 7F is RAM, and parts of 70-77 can be SRAM, rendering these useless.
This sounds very promising, though.
<blm> zsnes users are the flatearthers of emulation
Sorry if this is offtopic- but this seems to be the only appropriate place for it without necro-bumping the forum....

I worked with the older sample tool, replaced the sounds with smaller versions in order to free up enough space for this awesome "Yoshi!" sample. It sounds great, even in-game (in the music). What my ultimate goal is, is to get this sample alone to play when the player mounts Yoshi. I'd be more than willing to adjust all my music around this if I can find a single-shot, single channel sound effect, I will use that channel- I'm not worried about how the music or any other sound effects sound. I just want to accomplish this.

If anyone has any ideas at all, I could really use them. I've tried everything I could think of so I figure a new set of eyes might spot something.
The yoshi mount is a pitch bended orchestra hit. So that particular sound effect is unusable for that. You'd need a sound effect that uses a sample that won't disturb anything else and change the appopriate byte in ROM to that. Also if it has effects like the pitch effect for the default, that also makes it unusable. Not all that easy.
I'd figured out the pitch-bending thing, didn't know it was orchesra hit though. Is there any way to change which sample a sound effect uses? If not, like I said, I can still rearrange all music and FX numbers to find something workable. I just feel that this would be a great acheivement to the community, and demonstrate an even greater purpose for your tool. Props, by the way, before you released this I never saw sample-editing as a possibility. You've done us all a great service.

Does anyone know of any sound effects that would play a single sample as would be required for this? I don't care which sample it uses, as long as it would hold that sample for almost a second. I think I got one of the "click" samples (unused ingame) to play it, as it made a different click with only the firework(? 13) sample changed, but it still only clicked; didn't hold the duration of the "Yoshi" (or whatever other sample it's using...)

smkdan, you seem to be the master of sound here and I've already learned a lot from you... I've isolated the ROM byte for yoshi's sound, I've tried half of the sound effects in the list, but I simply can't tell which ones would use a single play of a single sample, if any...

Think about the purpose of this though: I'm using the older tool, which replaces the original bank with a single table pointer; but if we isolate a useable sound effect, with the new tool, you could even do a different sound in different levels (think of four different "Yoshi!" cries depending on level type, or something...(Underwater Yoshi Gargle? lol)

*edit: typo*