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Posted on 12-23-14, 11:53 am (rev. 1 by  MarioFanatic64 on 12-23-14, 11:54 am)
Roy Koopa
The guy who does things.

Karma: 12694
Posts: 1657/2796
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Greetings to you, whom I ask to assist me in solving this little problem I'm having with editor.exe when compiling a new .sdat file.

This is the problem:



As you can see, instead of assigning the Bank folder and Sequence Archive into their correct locations, editor.exe swaps them around, so Bank is in SSAR and Sequence Archive goes into SBNK. In this state, importing the compiled .sdat file simply mutes my entire ROM. This is always what made my music hacking attempts fail, as this has occured with every computer I have ever used to hack NSMB with, so I must conclude that I am extremely unlucky or am doing something wrong.

So I ask, what's the problem here? Is there a reason editor.exe is doing this? Has anybody else had this problem? What can I do to fix this?
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 12-23-14, 12:00 pm (rev. 4 by Thierry on 12-23-14, 12:12 pm)
この記号は… 解読できないよ…


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Hum, I guess you did something wrong. Did you edit anything in the .sdat, or did just you try to test a unedited compiled .sdat?
Posted on 12-23-14, 12:16 pm (rev. 1 by  KingYoshi on 12-23-14, 12:17 pm)
Fire Brother
Eugene

Karma: 3646
Posts: 349/1120
Since: 11-29-11
You don't have to 'fix' this. You can ignore this.
I also have this every time when I'm making a SDAT.
But the music just works fine.
It's just a mistake of the maker of this editor.

And if your music doesn't play,
then there's another problem.
Posted on 12-23-14, 12:27 pm
Roy Koopa
The guy who does things.

Karma: 12694
Posts: 1658/2796
Since: 07-01-11
All I did was replace one .sseq file. "BGM_SELECT.sseq", aka the Title Screen. I haven't done anything else to the extracted sound_data folder.

In fact, all I have to do is extract a clean .sdat with editor.exe and rebuild it using the same clean sound_data files. It will still break the game's music. This has to be a problem with editor.exe.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 12-23-14, 12:38 pm (rev. 4 by Thierry on 12-23-14, 12:40 pm)
この記号は… 解読できないよ…


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I guess I was right. Take this thing Ninjifox made.

Put your sseq in it as 26 BGM_SELECT, and compile the .sdat. Then import it and test.
Posted on 12-23-14, 01:03 pm
Roy Koopa
The guy who does things.

Karma: 12694
Posts: 1659/2796
Since: 07-01-11
That seems to be working now. Now the only problem is that my .sseq file is horribly out of time. But thanks for the help.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 12-23-14, 02:57 pm
Birdo


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Since: 06-26-11
I might have the completely wrong idea, but could you 'put together' the SDAT with Tinke?
Posted on 02-06-15, 10:14 pm (rev. 2 by Thierry on 10-04-15, 03:13 am)
この記号は… 解読できないよ…


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Since: 01-17-13
Posted by MarioFanatic64
As you can see, instead of assigning the Bank folder and Sequence Archive into their correct locations, editor.exe swaps them around, so Bank is in SSAR and Sequence Archive goes into SBNK.


Just saying, I remember someone saying it was normal somewhere. Maybe it was  Dirbaio.

And it always worked fine for me that way.
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