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Posted on 07-31-12, 07:45 pm
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Roy KoopaKarma: 4036 Posts: 1868/2722 Since: 06-26-11 |
This is just a very short example of my Streamed Audio Hack in NSMB
See a lots of creative DS Hacking here Its NO ASM hack ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-31-12, 08:02 pm
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Karma: 3782 Posts: 1371/2112 Since: 06-28-11 |
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Posted on 07-31-12, 08:05 pm
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Roy KoopaKarma: 4036 Posts: 1869/2722 Since: 06-26-11 |
Streamed audio -> Mp3/Wav and so on. Midis are no streamed audio and NSMB usually uses Midis
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-31-12, 08:07 pm
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Karma: 3782 Posts: 1373/2112 Since: 06-28-11 |
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Posted on 07-31-12, 08:08 pm
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Roy KoopaKarma: 4036 Posts: 1870/2722 Since: 06-26-11 |
Yeah
See a lots of creative DS Hacking here But the 4MB Limitation of the DS is shit
_________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-31-12, 09:35 pm
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BirdoKarma: 3336 Posts: 331/2026 Since: 06-28-11 |
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Posted on 07-31-12, 11:06 pm (rev. 1 by
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Super Mario( ͡° ͜ʖ ͡°) Karma: 10202 Posts: 2061/4459 Since: 06-08-11 |
O.o wait wait wait.
Did you get .strm files to work? Or is it a soundbank with the song in it and a sseq with just one note that plays the sound? In the latter case the limitation is waaaaay lower than 4 MB ![]() EDIT: Uhm, I guess this answers my question ![]() Nice try though ![]() http://gbatemp.net/topic/331736-playing-streamed-audio-in-nsmb/ |
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Posted on 08-01-12, 12:04 am
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Roy KoopaKarma: 4036 Posts: 1872/2722 Since: 06-26-11 |
Jeah its just one note playin one sample xd But I try to figure out .strm and I wait for your hack, lol
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 08-01-12, 12:13 am
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Super Mario( ͡° ͜ʖ ͡°) Karma: 10202 Posts: 2063/4459 Since: 06-08-11 |
I think we can't get .strm to work
![]() The game's code doesn't contain all the code for it. While identifying the sound library functions I've found that many strm-related functions are missing. That's because Nintendo's compiler removes all the functions that aren't used to save RAM. (I'm not sure though, maybe I just haven't been able to find them) Also you'd still need ASM hacking to get the game to load a STRM instead of a SSEQ. |
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Roy Koopa
Its NO ASM hack 


Birdo
Super Mario

