Custom soundtracks replacing SPC music keeping sound FX
Moderator: ZSNES Mods
Custom soundtracks replacing SPC music keeping sound FX
If it's been discussed, I'm sorry. I wasn't able to find it.
The idea is to take the fingerprint of each chunk of background music and assign it to instead play a digital music file. For example, playing a Pantera MP3 while thrashing a course in FZero.
The sound effects would still play, of course, so it's not like disabling sound and cranking the MP3. While that is easier than coding, the music doesn't change with the game.
Based on what tracks I've heard at OCRemix, it's a shame such a function hasn't been added already. That, and the fact I've yet to see someone take an SPC700 module from a broken SNES and interface it with a PC. I could be speaking too soon, though. I wish I was.
The idea is to take the fingerprint of each chunk of background music and assign it to instead play a digital music file. For example, playing a Pantera MP3 while thrashing a course in FZero.
The sound effects would still play, of course, so it's not like disabling sound and cranking the MP3. While that is easier than coding, the music doesn't change with the game.
Based on what tracks I've heard at OCRemix, it's a shame such a function hasn't been added already. That, and the fact I've yet to see someone take an SPC700 module from a broken SNES and interface it with a PC. I could be speaking too soon, though. I wish I was.
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
Thanks for the reply.
Why not just ignore the minor changes such as mount and dismount of Yoshi?
I mean, using SMW as an example: map, outdoor, underground, ghost house, castle and boss fight music are all different.
I don't understand the SPC700 all that well, but there has to be a set of commands to say "okay, Mario is riding Yoshi. Add the bongos."
Why not just ignore the minor changes such as mount and dismount of Yoshi?
I mean, using SMW as an example: map, outdoor, underground, ghost house, castle and boss fight music are all different.
I don't understand the SPC700 all that well, but there has to be a set of commands to say "okay, Mario is riding Yoshi. Add the bongos."
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
I'm not sure you paid attention to the word dynamic.
This includes fading in songs, and other examples that I can't think off the top of my head. You're assuming things are static, but that simply isn't the case.
This includes fading in songs, and other examples that I can't think off the top of my head. You're assuming things are static, but that simply isn't the case.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
More explicitly for those that "don't know much about the SPC700" in laymans terms: It's an entire CPU, with an assembly language it's programmed with and the ability to talk with the main CPU on the SNES. It's why SPC files exist, they're emulating the SPC700 from a given fixed state in the past. It's also why SPC files don't(didn't?) work for some things like Tales of Phantasia songs very well, because some games dynamically keep re-uploading new data to the SPC700 from the main cartridge.
It's not a 'dumb audio buffer' the main game uploads to, nor is it a simple 'play music track X from this buffer' thing. It's a more-or-less fully programable computer on par with, say, the C64 but geared entirely around audio output.
It's not a 'dumb audio buffer' the main game uploads to, nor is it a simple 'play music track X from this buffer' thing. It's a more-or-less fully programable computer on par with, say, the C64 but geared entirely around audio output.
[img]http://wolfwings.us/sigs/WolfWings.jpg[/img]
I know the difference. Just not the implementation, though I'd have liked to up to now. No big deal.Deathlike2 wrote:I'm not sure you paid attention to the word dynamic.
This includes fading in songs, and other examples that I can't think off the top of my head. You're assuming things are static, but that simply isn't the case.
Looks like anyone with this in mind would essentially be porting the game to a different platform with a new game engine. Hard to like any game enough for that.
Now this is what I was looking for and it makes a lot more sense now. All posts should be this helpful.WolfWings wrote:More explicitly for those that "don't know much about the SPC700" in laymans terms: It's an entire CPU, with an assembly language it's programmed with and the ability to talk with the main CPU on the SNES. It's why SPC files exist, they're emulating the SPC700 from a given fixed state in the past. It's also why SPC files don't(didn't?) work for some things like Tales of Phantasia songs very well, because some games dynamically keep re-uploading new data to the SPC700 from the main cartridge.
It's not a 'dumb audio buffer' the main game uploads to, nor is it a simple 'play music track X from this buffer' thing. It's a more-or-less fully programable computer on par with, say, the C64 but geared entirely around audio output.
Righty-right me droogies.
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
There's only one such track in ToP.WolfWings wrote:It's also why SPC files don't(didn't?) work for some things like Tales of Phantasia songs very well
The rest were just tough to dump because the samples aren't all uploaded at the first keyon, which is used to detect tune beginning (and spc dump). Fortunately caitsith2 RE'd the code and found the 'start pointers' of sort - so you can dump the spc in the middle (after all the samples are up in the spcram) and rewind the tune by altering this value.
However, other games have all tunes need constant interaction with the 5a22, like lost vikings iinm.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)