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Post by grandosegood Wed 6 Mar 2024 - 17:04

hi there, was wondering if anyone could create a pcm pack for super mario world, with the restored HD soundtrack by Aqua MIDI, which sounds exactly like the game but HD:
https://www.youtube.com/playlist?list=PLDwpWCQ0nrMgM9LGW4N4sJ8bFmCqtqrnQ

Thanks.

grandosegood
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Post by JUD6MENT Wed 6 Mar 2024 - 17:29

Would you like to? I have some good tutorials on how to do it

https://www.zeldix.net/t2687-creating-a-pcm-track-for-msu-1

One thing to consider though is we can not get the bongos for having Yoshi with msu-1 (this is true with all our music sets for mario world).
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Post by grandosegood Wed 6 Mar 2024 - 18:39

JUD6MENT wrote:Would you like to? I have some good tutorials on how to do it

https://www.zeldix.net/t2687-creating-a-pcm-track-for-msu-1

One thing to consider though is we can not get the bongos for having Yoshi with msu-1 (this is true with all our music sets for mario world).

amazing, many years later, i always thought the bongos were part of the song itself, never knew it was tied to being on/off yoshi. still, i could live without them in exchange for HD music, so i'll give it a try

grandosegood
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Post by Cubear Wed 6 Mar 2024 - 18:59

JUD6MENT wrote:
One thing to consider though is we can not get the bongos for having Yoshi with msu-1 (this is true with all our music sets for mario world).

I truly feel like it could be possible, but in all likelihood it's just more effort than any sane person would put in.
It could involve a rewrite of the MSU-1 standard to allow for seeking to a specific sample number in a track, for instance.
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Post by grandosegood Thu 7 Mar 2024 - 1:02

is there a track list for a super mario world, and something that distinguishes what music doesn't need to loop? i have all the tracks in their own separate audacity projects and am ready to begin the process

grandosegood
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Post by Conn Thu 7 Mar 2024 - 7:53

Bongos aren't possible with only one MSU channel I assume. When on/off yoshi the channel needs to continue exactly at the same time the prior stopped. This would be only possible with 2 channels where one is switched to mute while played parallel I think.
A second/third MSU channel would also give the possibility to pcm the sfx, but we just don't have it while SNES has 4 Apu channels and possibly could play 4 different sounds at same time (SPC, sfx). This is at least how it works with Yoshi drums (SPC 1 normal, SPC 2 drums, sfx 3 own, sfx 4 enemy sound effects).

Edit: even if you keep track of the position of PCM, which is possible I think, and simply load the second, the switch must happen in real time. Latest when it comes to sd2snes, you're out because of loading delay Sad
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Post by grandosegood Thu 7 Mar 2024 - 20:17

so, i'm looking through the tutorial, but i notice this patch lists 41 pcm files in the read me, yet the pcm packs themselves only contain 39 files. am i missing something? lastly, the AQUA MIDI ending theme is a medley, so i'm assuming i have to split it up for the ending sections? Thanks.

edit: it looks like the PCM packs skip one of the keyhole sound effects and bowser fight 1, any particular reason?

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Post by JUD6MENT Thu 7 Mar 2024 - 21:30

Cubear wrote:
JUD6MENT wrote:
One thing to consider though is we can not get the bongos for having Yoshi with msu-1 (this is true with all our music sets for mario world).

I truly feel like it could be possible, but in all likelihood it's just more effort than any sane person would put in.
It could involve a rewrite of the MSU-1 standard to allow for seeking to a specific sample number in a track, for instance.

I remember Cubear and I talked about it once and it would take a talented coder and PCM artist to make it work, which combining Cubear and I talents together I do think we could pull it off. There is a few issues though we would run into if we did.

1) It would be a crazy amount of work and time for at least two people.
2) The PCM set would not be customizable in the slightest. It would require 2 exactly identical tracks but one having yoshi drums and one not having one. It can be done, but the only available option would be whatever single track the PCM artist crazy enough to attempt it chooses.
3) It could be a never ending project of bug fixing. Honestly, I feel like some of our MSU-1 games like Mario RPG and Yoshi Island are already this way without doing anything fancy.
4) Conn brought up some good points, maybe it wouldn't be possible, or even if we could, I do not know if we could do a smooth transition in the end. Definitely wouldn't for sd2snes.
5) The amount of time it would take to accomplish the goal would be enough that we could do several other projects instead if we chose not to. I think this is the real reason we will never attempt it. There is plenty of other projects I would rather do like Mesen HD games or maybe even a Mario All Stars Deluxe that sound way more flattering than this project to me. However, if Cubear ever wanted to and asked for my support I would totally do it as a way for me to return the favor as she has helped me on a few desired projects that I asked for.

Honestly, it just seems so much work for something so small.
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Post by Conn Thu 7 Mar 2024 - 22:39

Yes, little gain for too much effort. If we only had a second MSU channel. But even if this was codeable I would not think it will ever run on real hardware (sd2snes) anyways (too slow, probably a fpga limit or alike).

Cubear was talking with me via discord about a possible gbc solution. seeing ladx color dungeon/oracle would be novel and so much more fun and amazingness for probably same effort
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Post by Cubear Fri 8 Mar 2024 - 0:04

I also did manage to mute all in-game music aside from the in-game bongo channel, but then there'd be the matter of keeping the in game music and PCM perfectly in sync between emulator/sd2snes while playing SPC/MSU1 at the same time...

there's some tall orders when it comes to feasibility of yoshi bongos.. doing it for emulator only would be "difficult" doing it for real console might be "hellish" lol
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Post by Conn Fri 8 Mar 2024 - 4:18

Maybe ask qwertymodo... as for the video it is possible to split and resume at a different location. This should also be possible for pcm. So when getting onto yoshi, read the current time, load the alternative pcm (1:1, but with bongo) and resume from that time. Maybe it is possible but I know too little. If it is seamingless, what I doubt, it will never work on sd2snes without a transition break.
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Post by Cubear Fri 8 Mar 2024 - 6:50

i think you cannot seek in a track aside from automated (resume) and the seek function is just for data from the .msu file..

a funny emulator only way might be splitting the songs into 255 chunks each, then using a playlist style system to call each chunk after the prior one has ended

so overworld would be, for example #$0100-$01FF, played in order, and hopping on yoshi would change it to #$5100-51FF ... if that makes any sense. definitely not anything that would work on a real console though.
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Post by Conn Fri 8 Mar 2024 - 7:42

I'll ask qwerty to chime in Very Happy
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Post by Conn Fri 8 Mar 2024 - 15:21

What do you think about this idea, cubear? I traced a bit and found this:
yoshi drums on:
$7E1DFA: #$02
drums off:
$7E1DFA: #$03

in apu:
0BCC E5 86 03  MOV A,!$0386        
0BCF D0 0B     BNE $0BDC  
0BDC B2 1D     CLR1 $1D.5

So my idea would be to just let the drums of the spc run by writing in some msu code into apu (2 lines are free at $1340, apu, maybe more at other places)... do you think this is possible?

Drums don't have to be synced imho
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Post by Cubear Fri 8 Mar 2024 - 15:32

ive done something like that but i do think drums need to be synced lol.



this was done via editing channel mutes on SPC700 side

you can hear a little amount of song coming through on SPC channel 6 (bongos + some instruments) so it's not perfect, maybe with a bit more polish and the right PCM set it would be fine.
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Post by grandosegood Fri 8 Mar 2024 - 16:04

Hey all, I wanted to thank you for all your help.

I've edited the p-switch pcm so it has the actual p-switch sound effect and the "time is running out" sound effect towards the end.

This is the AquadMIDI set that was provided by Freeloader86 and created by AQUA MIDI, but i fixed a few tracks and made the above changes to the P-switch music.

Please see attached, thanks!

https://file.io/ELVZxSdismwk

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Post by Conn Sat 9 Mar 2024 - 12:37

qwerty confirmed that a seek isn't possible for tracks, so the best option is to filter out the drums and muting the rest. I tried on a bit more effort, and here's my preassumption:
The drums+spc is a complete different spc than without drums, and not just additional sfx added.
I tested this by manipulating Aram using:
0bda 2f -> 6f
when hopping on yoshi, spc + drums play
if off yoshi, muted.

That means I most certainly have to confirm cubears finding that there's no other way than muting all different tones than drums for each yoshi spc.
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Post by Cubear Sat 9 Mar 2024 - 13:35

Conn, the bongo drums track is channel 5 in APU. it is muted unless riding on yoshi.
which channels play music is in APU ram $1D.

when yoshi is ridden, $1D has bit 5 cleared by APU, which enables the yoshi bongos. if you ONLY clear bit5, all others 1, then only yoshi bongos are heard. (plus some slight other things.)


Last edited by Cubear on Mon 11 Mar 2024 - 13:23; edited 1 time in total (Reason for editing : correcting error)
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Post by Conn Mon 11 Mar 2024 - 12:33

With a lot of help and motivation from cubear here's the best of bongo I can come up. Apply on smw USA and play either without pcm (to test the drums) or with a pcm set from the vanilla mario:
https://www.zeldix.net/t1436-super-mario-world

Dunno whether + and plus ultra will follow, it's more like a fun in retirement for me.
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