Super Mario Kart

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Re: Super Mario Kart

Post by qwertymodo on Sat 2 Sep 2017 - 19:34

Upload complete, DB updated. Enjoy.
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Re: Super Mario Kart

Post by Conn on Sat 2 Sep 2017 - 19:47

Awesome i will surely try it out Very Happy
Just for the sake of making all right, what does wii mean? Does it refer to the wii console, and can I only there have different themes for each circuit? In fzero I made it optionally to have a different theme in each track. Also, did you supply also a xml/bml?

In any case, great news, thanks for your efforts Wink
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Re: Super Mario Kart

Post by qwertymodo on Sat 2 Sep 2017 - 20:16

Wii means I used the music from MK Wii. Individual tracks vs shared it's just determined by the track numbers and it uses the track missing flag to first Kik for the individual track and if that isn't found it tries the shared track and if that isn't found then it falls back to SPC. If you want to make a music pack with shared tracks you just use one set of track numbers and a different set if you want individual.
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Re: Super Mario Kart

Post by qwertymodo on Sat 2 Sep 2017 - 23:13

Random idea, I can use the resume flag to have music resume where it left off instead of starting over after a super star. The original SPC restarts the track, but I kind of like the idea of resuming.
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Re: Super Mario Kart

Post by Conn on Sun 3 Sep 2017 - 6:53

Oh sorry, misunderstanding on my side. The therm wii let me thought something with a wad injection wii emulation or whatever Embarassed

Will check it out later Very Happy
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Re: Super Mario Kart

Post by kurrono on Sun 3 Sep 2017 - 21:14

Here my mkart pcms only:
https://drive.google.com/file/d/0B6SxDm7lZTw2RWJNWWFOUl9zc0k/view?usp=drivesdk
Oh is that super nes gx is out for wii?..i want to run msu1 games on my wii ..that will be cool
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Star Music only Restart Level-music

Post by PittStone on Mon 4 Sep 2017 - 7:36

Hi, the Music for the Star is not working. Only the Level-Music is Restarting. I dont like this. Its better for a extra Music for the Star.

qwertymodo wrote:Random idea, I can use the resume flag to have music resume where it left off instead of starting over after a super star.  The original SPC restarts the track, but I kind of like the idea of resuming.
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 8:38

It works for,me...u,neednto,cover rest numbers of pcms 6,7 pcms..use copy of smk-msu1-2.pcm for that. As u can see pcm 2 start on mario kart cc
race.or pcm 3 start on trial..is not qwerty list ..i added that myself
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Re: Super Mario Kart

Post by PittStone on Mon 4 Sep 2017 - 10:40

i have made a .pcm 6 & 7 & 8 but the music only restart.
.pcm 2 & 3 (Race Start Countdown) works fine. Its the Super Star Theme .pcm 8 that not work.

kurrono wrote:It works  for,me...u,neednto,cover rest numbers of pcms 6,7 pcms..use copy of smk-msu1-2.pcm for that.  As u can see pcm 2 start on mario kart cc
race.or pcm 3 start on trial..is not qwerty list ..i added that myself
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 13:27

PittStone wrote:Hi, the Music for the Star is not working. Only the Level-Music is Restarting. I dont like this. Its better for a extra Music for the Star.

qwertymodo wrote:Random idea, I can use the resume flag to have music resume where it left off instead of starting over after a super star.  The original SPC restarts the track, but I kind of like the idea of resuming.

When you say it's not working, do you mean that the star music doesn't play at all? Or just that the level music restarts from the beginning when the star is done? If it just restarts, that's actually how the original game works (try it without MSU-1 and you'll see). I didn't actually implement my idea about resuming. However, I'm still considering doing so.
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Re: Super Mario Kart

Post by PittStone on Mon 4 Sep 2017 - 13:35

I mean, the level music restarts from the beginning when activate the Star. And when the Star is done, the level music restarts again a third Time.
Level Starts with music, after activate Star, the level music restarts and after a few seconds the Star deactivate and the level music restarts again. In all Levels the same thing. Resuming is not the Problem.

qwertymodo wrote:
PittStone wrote:Hi, the Music for the Star is not working. Only the Level-Music is Restarting. I dont like this. Its better for a extra Music for the Star.

qwertymodo wrote:Random idea, I can use the resume flag to have music resume where it left off instead of starting over after a super star.  The original SPC restarts the track, but I kind of like the idea of resuming.

When you say it's not working, do you mean that the star music doesn't play at all?  Or just that the level music restarts from the beginning when the star is done?  If it just restarts, that's actually how the original game works (try it without MSU-1 and you'll see).  I didn't actually implement my idea about resuming.  However, I'm still considering doing so.
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 13:52

Oh, I see the problem. Silly typo. I'll get that fixed this afternoon.
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 14:32

Not only that on sd2snes ..tracks 80 to 119...the fast version of ghost valley and bowser track dont play either....
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 14:57

Download the latest 1.1 patch, I fixed both of those since the original release.
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Re: Super Mario Kart

Post by PittStone on Mon 4 Sep 2017 - 15:35

The Problem with the Star is in the version 1.1

qwertymodo wrote:Download the latest 1.1 patch, I fixed both of those since the original release.
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 16:04

Correct, I have not fixed the star yet.
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 17:02

Qwerty. Maybe the star is other slot number of the pcms...between 21 to 30?
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 17:55

kurrono wrote:It works  for,me...u,neednto,cover rest numbers of pcms 6,7 pcms..use copy of smk-msu1-2.pcm for that.  As u can see pcm 2 start on mario kart cc
race.or pcm 3 start on trial..is not qwerty list ..i added that myself

No, this is incorrect.  Track 2 is the "beep... beep... beep" track.  Time Trial, 2P Match Race, and 2P Battle Mode do NOT have any intro music like GP races do.  If you don't believe me, try it on the original game without MSU-1.  You shouldn't have any files for track 2, 6, or 7.

kurrono wrote:Qwerty. Maybe the star is other slot number of the pcms...between 21 to 30?

No, it's definitely track 8.  It just won't work until I upload patch 1.2.
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 18:00

Ok, here are test builds of v1.2, with and without the star resume feature:

With Resume
Without Resume
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 18:48

Its definetely track is smthing on ur code ..that u,must figure it out....i know u will qwerty
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Re: Super Mario Kart

Post by PittStone on Mon 4 Sep 2017 - 18:51

O.k. The Star music is working now! Thanks. 1-8.pcm works fine.

But the No Resume Patch not work. The music restarts everytime after the Star music is finished. On all two Patches.

qwertymodo wrote:Ok, here are test builds of v1.2, with and without the star resume feature:

With Resume
Without Resume
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 19:57

Oh and other way to find out..how songs the games has...is downloading the spc from snesmusic..it has all songs from everygame and mario kart has his Time Trial start 1-3.pcm...
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 21:11

PittStone wrote:But the No Resume Patch not work. The music restarts everytime after the Star music is finished.

I'm not sure what you mean, that's literally the entire point of the no-resume patch. It doesn't resume.

kurrono wrote:Oh and other way to find out..how songs the games has...is downloading the spc from snesmusic..it has all songs from everygame and mario kart has his Time Trial start  1-3.pcm...

I don't really care how they chose to name their files. Track 2 is just the countdown beeps, and track 3 is just the beeps with added engine SFX. There is no intro fanfare for time trial. Again, if you don't believe me, try the original game. If you include track 2 or track 3 in your music pack, you'll overwrite the countdown.
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Re: Super Mario Kart

Post by qwertymodo on Mon 4 Sep 2017 - 21:15

Also, you should know that the staff roll track was changed from track 68 to track 36.
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Re: Super Mario Kart

Post by kurrono on Mon 4 Sep 2017 - 21:22

I wasnt talking by intro fanfare..u right on that one man.. ..that,is only on the grand prix..only ..so,staff roll is on 36...thank you qwerty..
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