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Messages - Dr. Floppy

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Reverse-engineering Pokemon's music format and writing tools yourself that use that format. This requires you to be a programmer and is by no means a task for a beginner.

Caveat: If you have an IQ in the 2 SD or above region, and are willing to devote 90%+ of your free time towards making this happen, you can take this project on as a beginner / non-programmer.

Or figure out the data format and compose it in raw hex. I did several soundtracks that way, but I can also read sheet music, compose music and play a couple of instruments.


It cannot be overstated how much a background in music / music theory aides in this type of endeavor.

I've been told by a hacker that the availability of some sort of documented data, an advanced editor level download can likely help with this.


need a music guy on a separate note.....let me know if you're out there.

Thank you!

I'm here. But you were rude to my protege, so...  :P

Personal Projects / Re: Ghetto Warrior (Hack of Dragon Warrior/Quest 1)
« on: September 07, 2016, 02:03:30 am »

                                                          Oregon State, 25% scale

Newcomer's Board / Re: Zachery's Super Mario Kart hack
« on: July 28, 2016, 08:45:58 pm »
i've tried using spc files to import the music into my smk hack but its not even working the way i want it to

For smaller tracks (incidental music, post-victory themes, basically everything not compressed), you're going to probably want to just type/paste the new music data over the old stuff.

For major (compressed) songs, you'll need to save the music data as a standalone .bin file, then import/compress via EpicEdit. I've found some odd quirks with this latter procedure:

1) End uncompressed data with "00-00-00-00-08".

2) Final byte address of .bin file WITH 4-byte header, minus 7 = size pointer for the first two bytes (of aforementioned header).

Have you analyzed the F-Zero tracks for conflicts with Channels 4, 6, 7 and 8?

ROM Hacking Discussion / Re: Final Fantasy hacking help... =)
« on: July 24, 2016, 09:10:55 pm »
It's always best to take MethUser's comments with a grain of salt.

That would probably kill me, and I'm hyponatremic!

Sprite-Zero shit detection.

You need to alter the half-coin sprite (Sprite #FF) to match the bottom three lines of your new HUD-display background coin tile #2E.

ROM Hacking Discussion / Re: Final Fantasy hacking help... =)
« on: July 24, 2016, 06:02:13 pm »
It's simple, NES can't handle the running speed. You ever try using the run fast code in Super Mario Bros? NES can't handle those speeds.

Level 3.


Newcomer's Board / Re: Zachery's Super Mario Kart hack
« on: July 19, 2016, 09:26:26 pm »
MIDI's and MP3's won't be helpful. Super Mario Kart uses a proprietary music format called N-SPC*:

It looks like F-Zero uses the same format (unless "Common" is different from -no distinction given-); there may still be some minor differences. (SMK begins the first part of the first channel of racetrack songs with "FA 1A". I don't know why, as $FA is an undocumented control-code, and for all I know it's a game-specific quirk.)

If I were you, I'd begin by finding the music data for the desired songs within the F-Zero ROM, and copy/pasting them into standalone .bin files for analysis/safekeeping. Do you know if the music data for F-Zero racetracks is compressed or not?

*Once you get into the nuts & bolts of this, I have a single-page quick reference for the control codes and another single-page reference for the tone bytes; let me know if you're interested in either.

I just wanna know (because the long one is the Sand Ocean Theme) how to make this right. Is there a way to make Custom SMK music right?


Do you have a musical background?

Newcomer's Board / Re: I clearly can't do it
« on: July 05, 2016, 04:02:50 pm »
I cannot be able to but my own music into my Super Mario Kart Hack

What song(s) do you want to replace, and with what new material?

I'll get one curve ball out of the way now: music intended for racetracks should be limited to 4½ channels to avoid being interrupted by sound effects. (The ½ is Channel 7, which is used for AI racers' engine noise. Since that sound effect only plays when they're nearby, it can be used for non-essential instrument parts.)

Gaming Discussion / Re: Don't you hate dreams about computer games
« on: June 28, 2016, 09:31:04 pm »
I have dreamed about playing full SNES sequels to Donkey Kong Country, matching the original games' art style and everything. One world took place in a lake in a volcanic basin, another was in a Mississippi style swamp at night with wavy terrain that was half submerged in water and sometimes you would go on a sunken showboat with glowing portholes and strings of lights, and numerous others involving a beach of some sort. Always pissed off when I wake up and I can't take these games with me.

One could argue you have, in a way...

It'll look something like:

if(hpos <= 0x38)
  scroll screen left

Code: [Select]
C9 39 00 (yes, 39)
B0 03
20 YY XX (where $XXYY is Scroll Screen Left subroutine)

if(hpos >= 0xC6)
  scroll screen right

Code: [Select]
C9 C6 00
90 03
20 YY XX (where $XXYY is Scroll Screen Right subroutine)

if(vpos <= 0x48)
  scroll screen up

Code: [Select]
C9 49 00 (again yes, 49)
B0 03
20 YY XX (where $XXYY is Scroll Screen Up subroutine)

if(vpos >= 0xAD)
  scroll screen down

Code: [Select]
C9 AD 00
90 03
20 YY XX (where $XXYY is Scroll Screen Down subroutine)

The 00's at the end of the first lines might not be present, depending on what mode the 65816 is in at that moment. Moreover, the final lines might be in the form of "22 ZZ YY XX", where $XXYYZZ is the longform address of the relevant subroutine.

Is it likely to be as easy as finding those 4 values relatively close together in the ROM with a simple hex editor?

Ostensibly, yes. I'd search for the strings "C9 39"; "C9 C6"; "C9 49"; and "C9 AD". You just might pull this off quicker than you think!

Apparently, there were such members back in the day.  :o

News Submissions / Re: ROM Hacks: The Great AIDS Pandemic Begins!
« on: April 28, 2016, 08:42:24 pm »
Like, I'm offended by all of these friggin' hacks.


I guess my dream of a Community Crossover will remain just that...

ROM Hacking Discussion / Re: Ever notice weird things in a ROM?
« on: April 28, 2016, 08:37:38 pm »
I found an extra item in SNES Mario Kart once.  :)

I find this highly intriguing.

I'm still cutting my teeth on the conversion/compression process for SMK music. I've succeeded in replacing the first part of the Title Screen anthem, but my Choco Island replacement music somehow prevents the Pre-Race Fanfare (when the camera pans down the center of the racers, then spins 180º) from loading/executing properly. Then $[DF00-FEFF] region of SPC-RAM gets flooded with gibberish and everything dies.

Which trackform gets the theme from "Silence"?


One thing you might want to consider re: the F-Zero songs is rearranging their channel layout. During active Mario Kart races, certain sound effects are played on specific channels, which may cut off or even silence certain parts of the BG music. My research has yielded thus:

Channel 4: Coin Collection, Start/Select, Hopping, Item Use.
Channel 6: Most environmental SFX (water, sliding, skidding, offroad).
Channel 7: Other racers' engines.
Channel 8: Your engine.

I've come to take as read that, at least for songs intended to play during active racing, Channels 4, 6 and 8 are off-limits and Channel 7 is to be used sparingly.

I see a running theme lately.

Has anyone written a good tutorial on palette hacking (preferably applicable to snes) that we can sticky, or automatically link to whenever this question comes up?

The palettes are compressed, but the ones for the racers (when on a racetrack) can be edited via Epic Edit. The bad news is you have to edit them for all eight trackforms, but that does allow for trackform-specific effects like special shading.

Can DMX make an appearance?

Newcomer's Board / Re: SMK music help
« on: April 27, 2016, 11:43:50 pm »
Tried the epic edit thing and it replaced the Bowser castle theme (Fire field would be the test one) with the player select theme. (NOT WHAT I WANTED)

That's... odd. How did you manage to do that?

Also, F-Zero uses a slightly different form of the N-SPC music format, so I'd expect at least some translation/transplantation issues.

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