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Main - Hacking Discussion - SNES Music Hacking (2)


Rexius55
Posted on 08-14-24 06:44 AM, in Link | ID: 33

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Currently I’m not doing SNES music hacking, Slidelljohn, but I’ve messed with Chrono Trigger and Super Mario Kart before, got some plans to go further with it in CT.

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I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

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I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

Slidelljohn
Posted on 08-14-24 06:56 AM, in Link | ID: 36

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I looked into hacking snes music before but the software I was trying to use was forcing me to use a custom sound driver. I was trying to use the original sound driver. What software do you use and are you able to make music for the original sound driver for those games?

I don’t know anything about making music or snes music hacking but I am interested in learning. I have a lot of snes mmx1 aram data mapped out. One thing I couldn’t figure out was how to find the sound effects in aram. I found the song data in aram, the tunes, and the sound driver.

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Ok Impala!
Posted on 08-14-24 02:20 PM, in Link | ID: 62

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What systems did you create music for Rexius55?

____________________
Embers of Mana (https://www.okimpala.net)
Zelda II - Amida’s Curse (https://neoromhacking.net/hackpage.php?id=6292/)
Super Mario Kart - Epic Racers (https://neoromhacking.net/hackpage.php?id=5514/)
Super Mario Kart - The Impala Battles (https://neoromhacking.net/hackpage.php?id=154)

Rexius55
Posted on 08-14-24 02:32 PM, in (rev. 4 of 08-14-24 06:18 PM by Rexius55) Link | ID: 63

Tektite

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I research everything I can about the game and (for NES, SNES, GB/GBC) use Mesen (Multi)'s PRG ROM memory debug window for a little while to see what data's being read like song data. I mark down and label the important addresses I need in Notepad++ and then heavily research the game/console I'm working on to find if there's any tools or other resources that could help me at all. Once I'm done with the watching and researching, I start messing with the song data to understand it better, try to explain it to people who ROM hack and don't ROM hack. At that point, I go from there.

This was my process for Super Mario Kart and Chrono Trigger, former is dead and latter is postponed for the time being, but I nearly found a way to link it and Furnace Tracker export options to make the process much easier. It's a lot of observation.


Ok Impala!: What systems did you create music for Rexius55?

Not much published or still left on my computer because the majority of my time ROM hacking and doing indie game dev things was when I was young, insecure and unconfident about my own stuff but my recent onlinework is getting "streamed", prerecorded audio into Castlevania: Aria of Sorrow on the GBA. I'll post that here when user submissions are up but you can find it here:

https://castlevaniamodding.boards.net/thread/990/tutorial-examples-streamed-audio-sorrow

I've also got some documentation done on Mario Tennis GBC and Akumajou Densetsu FC, though those are postponed til I get another commitment completed.


____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

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I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

kkzero
Posted on 08-14-24 08:16 PM, in Link | ID: 80

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Several years back I dabbled in doing music hacking for Super Metroid with a tool called mITroid, which takes a .it tracker module and converts it to the game's N-SPC variant. IIRC doing music hacking for the game before this tool dropped in like 2017/2018 was just writing asm, so this tool brought a fair amount to the SM hacking table.

Rexius55
Posted on 08-14-24 08:28 PM, in Link | ID: 83

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That’s sick, it’s cool to see how much Super Metroid hacking’s grown in terms of accessibility. :o

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

SrOliveira
Posted on 08-15-24 05:21 PM, in Link | ID: 128

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Here we go again

Rexius55
Posted on 08-15-24 05:23 PM, in (rev. 4 of 08-15-24 05:23 PM by Rexius55) Link | ID: 129

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Posted by SrOliveira
Here we go again

Whatchu mean?

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I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

MacUser
Posted on 08-21-24 11:47 PM, in Link | ID: 339

Shyguy

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Pokemon MSU-1 hacks need full OSTs from the anime. Pokemon Yellow needs the Team Rocket theme.

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Rexius55
Posted on 08-21-24 11:58 PM, in Link | ID: 342

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That would be sick, I think there'd be some major copyright issues with using the themes from the anime series though, unfortunately.

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

SMB2J-2Q
Posted on 08-22-24 01:51 AM, in (rev. 4 of 08-22-24 03:11 AM by SMB2J-2Q) Link | ID: 347

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I have just recently joined this board, and I would like to know how to hack music for Super Mario All-Stars.

For example, unlike the original NES SMB, in SMAS, in both SMB and SMB2J (or SMBLL for U.S. parlance) in world 8-4 the music does not reset between scene changes when going down pipes, a la SMB3 in some fortresses.

What I would like to know exactly is how SMAS fixes the castle stage music in SMB and SMBLL so that during world 8-4 it does not reset between scene changes, in case there is anyone who wants to fix it to the old NES way (so that the music does reset between scene changes, and the return of the water music in the underwater portion in both games).

~Ben (SMB2J-2Q)

Rexius55
Posted on 08-22-24 02:42 AM, in (rev. 4 of 08-22-24 02:55 AM by Rexius55) Link | ID: 348

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Posted by SMB2J-2Q
I have just recently joined this board, and I would like to know how to hack music for Super Mario All-Stars.

For example, unlike the original NES SMB, in SMAS, in both SMB and SMB2J (or SMBLL for U.S. parlance) in world 8-4 the music does not reset between scene changes when going down pipes, a la SMB3 in some fortresses.

What I would like to know exactly is how SMAS fixes the castle stage music in SMB and SMBLL so that it does not reset between scene changes, in case there is anyone who wants to fix it to the old NES way (so that the music does reset between scene changes, and the return of the water music in the underwater portion in both games).

~Ben (SMB2J-2Q)


Link to the music addresses in the ROM Map on SMW Central

Try lookin' through this! The game likely has code to simply continue the song currently playing if the next loaded sector after a transition uses the same music, so if you play around with the game and use this as reference, you could probably inject some ASM or hex edit in a way to make the game simply load the song from the beginning.

Can't go too in-depth with how to do that and where it's located in the game since I'm not involved with SMAS hacking, but I hope this helps!

Edit: I also recommend using Mesen (Multi)'s debugging features to look at the code while the game is running to help you figure this out as well, it's a great emulator for debugging!

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

SMB2J-2Q
Posted on 08-22-24 03:12 AM, in (rev. 2 of 08-22-24 03:14 AM by SMB2J-2Q) Link | ID: 350

Red Goomba

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Posted by Rexius55
Posted by SMB2J-2Q
I have just recently joined this board, and I would like to know how to hack music for Super Mario All-Stars.

For example, unlike the original NES SMB, in SMAS, in both SMB and SMB2J (or SMBLL for U.S. parlance) in world 8-4 the music does not reset between scene changes when going down pipes, a la SMB3 in some fortresses.

What I would like to know exactly is how SMAS fixes the castle stage music in SMB and SMBLL so that it does not reset between scene changes, in case there is anyone who wants to fix it to the old NES way (so that the music does reset between scene changes, and the return of the water music in the underwater portion in both games).

~Ben (SMB2J-2Q)


Link to the music addresses in the ROM Map on SMW Central

Try lookin' through this! The game likely has code to simply continue the song currently playing if the next loaded sector after a transition uses the same music, so if you play around with the game and use this as reference, you could probably inject some ASM or hex edit in a way to make the game simply load the song from the beginning.

Can't go too in-depth with how to do that and where it's located in the game since I'm not involved with SMAS hacking, but I hope this helps!

Edit: I also recommend using Mesen (Multi)'s debugging features to look at the code while the game is running to help you figure this out as well, it's a great emulator for debugging!

FYI, I have been studying these three SMAS disassembly pages:
Part 1 (bank 3):
https://github.com/Maseya/SMAS-Disassembly/blob/master/Assembly/SMB1/code/b03/_b03.asm

Part 2 (bank 4):
https://github.com/Maseya/SMAS-Disassembly/blob/master/Assembly/SMB1/code/b04/_b04.asm

Part 3 (bank 5):
https://github.com/Maseya/SMAS-Disassembly/blob/master/Assembly/SMB1/code/b05/_b05.asm

~Ben (SMB2J-2Q)

Rexius55
Posted on 08-22-24 03:42 AM, in (rev. 2 of 08-22-24 03:43 AM by Rexius55) Link | ID: 352

Tektite

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While that's certainly interesting, I very much suggest playing the game in Mesen Multi and using the Memory Viewer and Debugger features to analyze the code and watch whatever might be reading anything related to the music assigned to a level. It highlights data being read, written to and executed, and the Debugger window is great.

Are you newer to ROM hacking btw?

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

Morrigan Aensland-Hill
Posted on 08-27-24 10:46 PM, in Link | ID: 540

Goomba

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How possible would it be to mod music played in the Super Robot Wars games for the SNES and attempt to re-create the Grendizer theme song in that soundfont?

Some fans would love to hear that.:eyeshift:

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h.carrell
Posted on 09-03-24 08:37 AM, in Link | ID: 661
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Oh hey, another person that messed with Chrono Trigger musically. I was able to after doing so with FF6 (Same sound engine). I've imported custom samples a few times (Got a few Radical Dreamers samples in once, and ported Day of Summer, the intro song from the same game, and used only 1 custom sample in that port).

Rexius55
Posted on 09-03-24 05:48 PM, in (rev. 3 of 09-03-24 05:49 PM by Rexius55) Link | ID: 670

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Hell yeah, first thing I did was import Gale from RD! It’s a great battle theme when the time signature and percussion are changed a bit. I’m planning on eventually making a tool to make importing custom arrangements easier so I don’t have to do that - MIDI -> MML -> Touching up the MML -> Game -> Touching up the sound data - process that sucks (it’s what I found on Chrono Compendium).

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

h.carrell
Posted on 09-03-24 09:36 PM, in (rev. 2 of 09-03-24 09:37 PM by h.carrell) Link | ID: 675
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I also mostly use a tool called AddmusicK, for custom Super Mario World music.

Rexius55
Posted on 09-03-24 10:28 PM, in Link | ID: 676

Tektite

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Didn’t think about that lol. When the time comes, I might try that out. I’ll probably still make my tool when the time comes just for the hell of it but thanks for making me aware of that. :>

____________________
I do requests (reverse-engineering, programming, music, spritework, writing, etc.). I'm always learnin'.

Status: Hands are full.

I post wherever is on my Linktree. If you see my stuff anywhere else, it wasn't me.

Main - Hacking Discussion - SNES Music Hacking (2)

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