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Official SMW Music Porting Help Thread (Read first post!!)
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Official SMW Music Porting Help Thread (Read first post!!)
Pages: « 1 2 3 414 15 » Link
It's actually not that hard to read "the MML-data" in a song. The thing is you'd have to convert it back to AMK-format (in the case of AMK ports) and other games obviously don't use the AMK engine.
If I recall correctly VitorVilela even made a simple tool that tries to convert N-SPC songs into AMK format.

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I was just wondering how high the echo delay can go when using AMK. If it changes anything, I'm using parser version 2.

*crosses fingers I can go up to $0c*
AddmusicK lets you go up to $0F, actually, but there is a catch: The higher your echo delay is, the more space you need for the echo buffer, and the more space you need for the echo buffer, the less space you have for music and samples. If you're just using the original samples, depending on how big your music is, the default sample bank should put you up to about $A400 or so in ARAM, which is enough for an echo delay of...$0B. But you can instead use the optimized sample bank, which should give you plenty of space. If you're using custom samples, you'll definitely want the optimized bank. The tool should tell you if the combined size of everything is too large when you try to insert the music.
Originally posted by imamelia
AddmusicK lets you go up to $0F, actually, but there is a catch: The higher your echo delay is, the more space you need for the echo buffer, and the more space you need for the echo buffer, the less space you have for music and samples. If you're just using the original samples, depending on how big your music is, the default sample bank should put you up to about $A400 or so in ARAM, which is enough for an echo delay of...$0B. But you can instead use the optimized sample bank, which should give you plenty of space. If you're using custom samples, you'll definitely want the optimized bank. The tool should tell you if the combined size of everything is too large when you try to insert the music.

Alright! Now just to read up on samples! ...a topic I've been putting off forever, heheh! :B

I'm pretty impressed with what I've done so far without samples though, hurhur! c:
My custom music loops wrong, listen to the .spc here:

http://bin.smwcentral.net/u/3838/c.spc

What can I do about it? I'm not so good with custom music porting :(
Usually that's caused by some channel being shorter than the others. Could you show us the text file?
http://pastebay.net/1377551

here is the txt. File. I noticed lots of repeated stuff...Can someone show me exactly on this .txt one example for a loop? Otherwise the file size would be immense.
Line 7:

Code
g+8^16b8^16>f+1
f16f+16g+4f+4
f8^16f+8^16c+1^4
<b8>c+8d+8
<g+8^16b8^16>f+1
f16f+16g+4f+4
f8^16f+8^16c+1^4
<b8>c+8d+8
<g+8^16b8^16>f+1
f16f+16g+4f+4
f8^16f+8^16c+1^4
<b8>c+8d+8


Look for parts that are the same, in this instance, the first 4 lines there are repeated 3 times, you can loop it like this

Code
[g+8^16b8^16>f+1
f16f+16g+4f+4
f8^16f+8^16c+1^4
<b8>c+8d+8<]3


That'll help minimize the insert size, but song looping can differ like what Lui said based on the shortest channel, sometimes programs like tinymm will shorten channels due to rests at the end of them. You might want to look for the channel that plays notes through to the end and then put rests at the end of the other channels.

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I think a post layout goes here somewhere...
I'm using this port, but I have a problem with it: Whenever I spinjump, the spinjump sound gets glitched. However, if I normaly jump it sounds normal. Can somebody help me?
Swap #4 and #6. #6 is playing a percussive instrument, which messes up the SFX in AMM. Swapping those two channels should fix your problem.
So, not sure if i'm supposed to post this here, but whatever.

I tried porting a song, but it sounds awful. I have no idea what to do to fix it.

Here is the spc;
Here is the txt;
And here is the original.

Seriously, no idea how I'm supposed to make it sound right. Any help?
Well it's not gonna sound exactly the same unless you sample port it. It's all trial and error. You gotta keep testing various instrument patterns, from the sound of it till you develop an ear for how songs might sound in SMW, @17 might not be a good instrument for the melody there I personally think. Everything else in it seems ok notewise.

--------------------
I think a post layout goes here somewhere...
Alright... So basically I'm trying to figure out how I could go about making a sound effect that plays a voice sample, and then insert it with Addmusic so that it plays on the "-Nintendo Presents-" screen. But I'm not sure how exactly to go about doing this... #ab{:(}
The actual creation the the sound effect... that is.

--------------------
Be civil.
Do you already have a voice sample that you want to use at hand?

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
Yeah, it's pretty much the "GO!" sample from Sonic 3. Well, taken from its original source so it's in slightly higher quality...
If you mean the actual clip itself, knock yourself out #ab{:)}

https://dl.dropboxusercontent.com/u/161031419/S3%20Go!.wav

Me just being a greedy monster, but reverb would be nice #ab{;)}

What I'm really trying to ask is how to create the sound effect that plays this sample.

--------------------
Be civil.
Um...is it actually possible for the exact same 16-bit pitch value to indicate two different pitches in two different games? Because I ripped a sample from Live-A-Live to use in SMW, and for some strange reason, even though I tuned it so the pitch value is the same, 0985, that 0985 apparently indicates a G in the source game and a C-sharp when that sample is played in SMW. I wouldn't have thought the DSP could even do such a thing, but...now I don't know. If that's true, then that adds a whole new layer of complexity to sample tuning.
Could you be a bit more specific?
Perhaps show the text file and both SPCs?

--------------------
Okay, never mind...I'd forgotten that that particular sample came from a different SPC. Carry on. (Though I still haven't quite found a suitable overdriven guitar sample...)
Trying to port again.

txt
spc

It sounds too... plain? Like something from the legacy music times. So, I cannot submit it as-is. But I have no idea how to make it better?

EDIT: I'm sorry I can't describe it better than that, even though it's the rules. I'm terribly sorry, but I don't understand anything myself and the only thing I know is that it's not good enough to be accepted. I don't even know why I bother trying. I simply cannot become good at this, at least not with the crippling lack of tutorials going further than "put in tinymm, here's a list of basic commands, have fun". For me, it's like giving someone a list of ASM opcodes and then ask him to make a homebrew ROM from scratch. It simply cannot happen.
Try experimenting with stronger instruments, like @4 and @6 (if used with strong ADSR like $ed $7e $e0), raising the volume of the percussion and redefine the instrument for every note, or they will lose its pitch (note that this only happens with percussion) after playing the first note. So you have to do this:



If it still isn't enough for you, maybe using a different midi with more stuff may do? There are some with more than one channel for percussion, and with background strings to make it sound less empty.

Oh, and adding echo may make it sound better, just make sure it isn't too strong. Try with this one:

$ef $ff $20 $20
$f1 $04 $50 $00
Pages: « 1 2 3 414 15 » Link
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Official SMW Music Porting Help Thread (Read first post!!)

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