Banner
Views: 645,660,172
Time:
15 users online: 1337doom, Blue Axl, brotherhack, o Dan, Hooded Edge, idol, jamie18, o Noivern, Pink Gold Peach, StarTheKitty102, Telinc1, TNTMAN332, Ultima, WhiteYoshiEgg, Y.Y. - Guests: 47 - Bots: 520Users: 35,095 (1,342 active)
Latest: CoReV
Tip: The "No More Sprite Tile Limits" patch does NOT increase the limit for the amount of sprites onscreen at once.Not logged in.
SMWC Idol 9 - Rules & Discussion
Forum Index - Events - Current Contests & Events - SMWC Idol 9 - Rules & Discussion
Pages: « 1 2 3 4 »
very excited to hear bckpdl 2

it'd work too! sinc-x quit staff, then he backpedaled back into staff! what a riot.

also musicalmans the best porter on this site if he doesn't win im calling the cops
heaven is other people
wut about my backpedals!?
probably won't participate, but is spc+vgmtrans=midi+???=txt allowed?
I have no problem with VGMTrans. The rule is mostly in place to prevent , hey here's a song. ten clicks later a finished port

Since all VGMTrans does is rip sequence data from the game, it falls under the same vein as using someone else's MIDI from vgmusic, from a formal standpoint.

(though i doubt there will be opportunities to port snes songs anyway ahah)

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
designing a midi->mml converter which outputs AMK-compatible instruments (with a mapping table), and (to some extent) volumes and pans is probably doable. would that reduce porting effort *too* much? (I guess not if we have to cut down channel count)
If you want to code your own tools to help you then by all means go ahead. The only thing I want to avoid is "instant ports", i.e. feeding in the source song and immediately getting mml back. Once you're working with a MIDI pretty much anything past that is fair game. (It's mostly just common sense as to what is allowed and what isn't)

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
It’s time for the real fun to start!

ROUND 1 CHALLENGE

The Choosing Of The Challenge

You must use at least 3 non-SMW samples, of which one must be at least 16kb in size. You are also required to use echo with a delay of at least 0x04.

Reminder that songs are to be submitted to me either by PM or on Discord. You can also still submit challenges at any time for future rounds!

Round 1 is due Tuesday. May 29th at 16:00 PT / 19:00 ET. Have fun!

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
Where are the music files because I would like to listen?
There won't be songs to listen to until Round 1 voting starts--the round is still currently underway.

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
When the round is over in 10 days, the entries will be posted for public vote and you can listen to them then.

This sounds like an exciting round and so I can't help but try this one. But I have a bit of a dilemma.

With AMK1.1 beta, there is a musician mode, used with the trackmusic.bat and trackmusic_list.txt files. To my understanding this does not compile SMW song data and sfx which gives you maximal space to work with. I was going to use this, but for some reason I am having issues where the first few samples of a port sometimes have glitches in them, even though the BRR files sound fine. The strangest thing is, changing the order of sample loading in the txt may fix the sample that was previously giving me trouble, or may break another one. I reported this but it hasn't gotten attention yet. It only happens once in a great while but I unfortunately am dealing with it right now. So I'm considering using 1.0.5 which I've never had this problem with, but then the samples won't fit. I'm stretching limits and already got rid of all the SMW samples.

So. In the case of AMK 1.1, is using musician mode allowed? And with 1.0.5, are you allowed to use custom txt files to clear out the SMW songs and SFX, since that version doesn't have an automatic way to do that?

--------------------
Make more of less, that way you won't make less of more!
Originally posted by Sinc-X
You must use at least 3 non-SMW samples, of which one must be at least 16kb in size.
16kb .brr file or .wav/raw? My research is poor but I don't recall seeing a SNES game with a brr that size. Aside from beat loops/rhythm tracks it does seem arbitrarily large.

#clarifyPlease #smrpg{sad}

EDIT: Another question alongside musicalman. My AMK (Codec's AMK Beta) do contain very minor changes. It'll compile but the mixing will be "inaccurate". Different velocity tables, panning tables, SRC numbers, FIR Filter Tables, etc.
I assume you use the SPC we give but compile it to make sure it's the same song and functions correctly.
musicalman: You can definitely use musician mode, or clear out SFX and global songs manually. I'll be using a cleared out setup for running the songs anyway.

Brozilla:
1. 16kb BRR.
2. I would strongly prefer that you use a publicly available version of AMK. If you do use a customized version of AMK, I make the simple request that you send me that version along with your port. Generally if an output SPC is different from the submission I will prioritize the output (though this rarely happens anyway) so I want to be able to test it properly. It would also be preferable, if you use a custom version, to release that version publicly for others to potentially use, but I won't force you to do that.

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
Originally posted by Brozilla
My research is poor but I don't recall seeing a SNES game with a brr that size. Aside from beat loops/rhythm tracks it does seem arbitrarily large.

Yeah, I imagine most people will go for loops or perhaps vocal samples. But hey, no ensemble loop can be long enough on the Snes. For me, this is gonna be sweet revenge for all my time spent squeezing those types of samples. Lol

--------------------
Make more of less, that way you won't make less of more!
Originally posted by musicalman
Originally posted by Brozilla
My research is poor but I don't recall seeing a SNES game with a brr that size. Aside from beat loops/rhythm tracks it does seem arbitrarily large.

Yeah, I imagine most people will go for loops or perhaps vocal samples. But hey, no ensemble loop can be long enough on the Snes. For me, this is gonna be sweet revenge for all my time spent squeezing those types of samples. Lol


or sawtooths, since those are also a pain to loop without wasting a lot of space too lol
Layout by Mathos
Originally posted by Sinc-X
16kb BRR.
Was hoping this wasn't the case. 16kb is worth like two decent string samples(by SNES standards.) It'll be interesting to see how people work this. #fim{XD}

Originally posted by Sinc-X
.... I make the simple request that you send me that version along with your port. Generally if an output SPC is different from the submission I will prioritize the output.....
It does make sense in case we do voodoo. I'll stick using what's done but if it's a hassle I'll download and work on a clean one.
does it have to be a port

--------------------
What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


Nope, if you want to compose, go right ahead. If a round explicitly requires one or the other it'll be stated in the challenge.

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
how audible does the echo have to be?
The idea of the challenge is moreso to take up precious ARAM space than actually use the echo well, so I'm not gonna be picky. If having audible echo makes your song sound worse I won't penalize you for making it inaudible, as long as the $04 delay is still there.

--------------------
soundcloud / bandcamp / twitter / battle of the bits / buy our album
An idea for who is not very interested in using echo... You could just enable echo for all channels, set master volume to 00, 00 and abuse FIR filter & echo feedback to have an actual frequency equalizer in your audio output and control it though your song for some fancy effects....
Pages: « 1 2 3 4 »
Forum Index - Events - Current Contests & Events - SMWC Idol 9 - Rules & Discussion

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2018 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 23

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented