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Official SMW Music Porting Help Thread (Read first post!!)

Originally posted by Super Maks 64
Originally posted by Super Maks 64
I've been trying to insert this old port, but it seems like some channels don't work after insertion. For comparsion I included the original .txt and SPC and the AddmusicK's SPC

Link

Please?


I see this from TXT.
Code
@17 $ED $FF $E0

I see this from SPC.


Change that $FF to $7F or something and it should fix it. (For every single one you spot I mean)
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VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


I don't know if this is the correct place to ask this, but whatever.

How do I convert the SFXs in txt to SPC?
So I'm a bit lost with the names and file extensions. I read MML, BRR,...
My question basically is: I found some *.spc files that I'd like to add to my hack but they don't have the *.txt file that's needed to insert with AddMusik (and they aren't on SMWC).
Is there any way to generate that file? Is it what PetiteMM, Tinymm or SPCtoMML is for? Will that generate the *.txt or will I have to do an other step then?
Also, will I have to set beggining/end/point of loop myself or is it already in the *.spc like it was in the original game (my *.spc are from SNES games)

Thank you.
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
The only thing SPC files have been made is to listen the music. They aren't meant to be inserted in an SMW hack. That being said, yes, with the SPC2MML converter you can get the text file (TinyMML and PetiteMML are for MIDI files). Be aware that the music files are very unoptimised, meaning that they eat up lots of ROM space if not treaten. Also, the conservation isn't perfect too so there can be some deviants from the original music.
Thanks!
Is there any way to check if it takes too much? Maybe before even inserting it. What happens when it takes too much ROM space?
Also, SPCtoMML puts "AMK2" on top of the file, I guess I can simply change is manually to "AM4"
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
If it takes too much ROM space, "nothing" happens. However, the music fills the ROM quickler than an optimised file meaning you have less space to use.
Also, don't change the AMK header! That tells AMK for which addmusic the file is originally made for. That is important since each addmusic has different functions (syntax-wise, they're all similar but it's the commands which makes the difference) and such would cause some problems if AMK compiles the file in the wrong way. Changing the AMK2 to AM4 will rather break the music file than do anything good (although there aren't many commands which work in AM4 and AMK differently but problems still can happen).
When you add a music in the game, and that it changes the death music and the jump sound effect, can it be because the music file inserted is too big? It sounds glitched, not replace by something I've made (I think)
The numbers given in AMKGUI seem huge compared to the original musics (biggest in bytes for SMW is like 0x0816, some of my files are 0x17B7...), but I don't even how to reduce it anyway.
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Once I downloaded musics on SMWCentral (sampled and unsampled), can I easily change the volume of the music, to avoid having too low and/or too high volumed musics? Like by changing a value in the txt?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Originally posted by Romano338
Once I downloaded musics on SMWCentral (sampled and unsampled), can I easily change the volume of the music, to avoid having too low and/or too high volumed musics? Like by changing a value in the txt?

Yes you can. Look for a command that reads wXXX, where XXX is a number between 0 and 255, but usually around 200+. Lower/raise it by chunks of 15 or 20 until you think is alright.
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I'm completely redoing the soundtrack for my hack, which is to say that I am not using any of the original instruments. How much ARAM space do I have if I get rid of them?

I realize that this would presumably cause an entirely new set of problems with the need to create custom SFX etc, but I'm assuming I can cross that bridge when I get there.
Originally posted by Super Maks 64
How does the tuning command (tuning["instrument number"]=x) work?
Is it something that only exists in the .txt or not?


Does anyone know about it?

EDIT:Never mind, I now know how it works, but why are the tunings for instruments 2,9,10,12 and 15 different by default?
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I need help with a port.

So, I am new to this forum and I need your assistance. I got a MIDI from
the Dark Bowser fight from M&L : Bowser's Inside Story and i converted it with PetiteMM to a .txt-file. But in comparison to the MIDI-file the txt-file sounds distorted when played with the SCP700 player.

So could somebody help me with this or do the port? I 'd be very thankful :)

Here is my Google drive folder with everything inside
https://drive.google.com/drive/folders/1qRtv2THAAsDECD1UqPmDCwCP-JDv5HJZ?usp=sharing
There are 10 types of people. Those, who understand binary and those who do not.
I am a beginner at SMW Hacking. Handle me with caution and patience
That's because PetiteMM only converts the MIDI's note data and put the MIDI's tempo into the song (which isn't really correct too as you have to multiply it by 0.4 first). For anything else, you have to take care of yourself. There are more problems like that the MIDI likely isn't optimised (i.e. you have to compress the song into eight channels and remove any chords, two notes played at the same time on the same channel) or that you used the "#am4" tag (which isn't recommended to use as it's supposed for old songs, not newer ones) instead of the "#amk 2" tag.

There is a music tutorial you should check out first before you start porting.
Hello everybody :)

I'm trying to make custom music for Super Mario Kart (SMW and SMK use both mml files). For some reason, the channels somehow desync and i'm not sure why. I followed this tutorial, but use PetiteMM instead of tinymm (because it doesn't exist anymore...).

Can someone help me with this?

Thanks in advantage :)
I downloaded addmusick 1.0.6 and tried to use it to insert music, but when I use addmusick.exe, it keeps telling me "Rom not found" I put the rom in the same folder as addmusick, and am typing the rom name in correctly. Alternatively I tried using the AMKGUI.exe, but when I try to run my rom it says "Error: File "1DF9\01 Hit head.txt" not found."

I don't know what's going on, but I really want to add music to my rom... :/
I have an issue in vanilla AMK 1.06 where some superloops screw up.

Here's the .txt file where this happens.

And here's the SPC.

Here, the bass stops after 15 seconds. Now, just before that point,
Code
[[(1)(2)]]14


is playing for the first time.

But, for some reason, it pauses for 2 measures, the intended length of the superloop, before it repeats rather than doing so more immediately.
YouTube
Anyone knows if there's any trick to use a note in two different octaves at same time on the same channel? It will help me a lot to not waste space with the more than one channel.

Example: My song has a chord with 3 notes (C in o4, G in o5 and C in o5). Normally I should split the 3 notes and put every single note in 3 different channels, but since there's two "C" with only different octaves, I want to know if I can put them together in a single channel, using only 2 channels (1 for C in o4 and o5 and another for G in o5, saving me one channel to use with another note), playing the two octaves together on that single channel.

And taking advantage of the question, I want to know too if I can use a single note on a single channel, but with 2 different instruments playing at the same time, to not waste space too.

Example: Using c+ on #0 with @1 and @16 playing at the same time, instead of using c+ with @1 on #0 and c+ with @16 on #1.
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