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Posted on 01-05-18, 05:08 am (rev. 2 by  Gota7 on 01-07-18, 05:47 pm)
Red Goomba


Karma: 178
Posts: 19/35
Since: 09-04-16

Before I start, I'd like to thank RoadRunnerWMC for making this possible, by figuring out how to disable the 111 max sseq limit for levels.

Video Tutorial:
https://youtu.be/_PbOVzjz0OM

Prerequisites:





Inserting Roadrunner's Patch


1. Put the .s file in the source folder, and run make insert like usual.


Adding Songs With Nitro Studio


1. In the ROM file browser, export sound_data.sdat.
2. Open the sdat with Nitro Studio.
3. In the files section, add the needed SWARs, SBNKs, and the SSEQ for your song.
(If you added any SWARs) 4. Go into the Wave section, and rename "New Entry" to anything for sanity.
(If you added any SBNKs) 5. Go into the Instrument Bank section, rename the entry, and set it to your SWARS:


Edit the name of the new sseq entry, and set it to the correct banks. It should look something like this:


Now hit save, and you added a file!


Using Your Song In-Game


1. In the ROM file browser (of my modded NSMBe), import your new .sdat over sound_data.sdat.
2. Open the ROM in VGM_Trans to see if everything is working right.
3. Open a level, and then a view of the music you want to change.
4. The value you put in the music box is the SSEQ ID, which is found in Nitro Studio:

5. Click another box, click an object, then click the view again to check that the number saved, then hit save!
Enjoy your music!


Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-05-18, 04:23 pm
Spike
Status: Debating on whether I should be doing serious stuff or watching anime.

Karma: 1497
Posts: 510/710
Since: 02-12-16
Thanks a lot for this! I feel like this is going to be very useful. Don't forget to add the [tutorial] tag to your thread.
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Posted on 01-06-18, 04:38 pm
Red Goomba
Game Disigner from F-Zero DSX

Karma: 136
Posts: 13/47
Since: 11-25-17
as he said, Thank you for this program.
It works really well and with the NSMBe mod it is a very
useful tool for me and many others here.
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Posted on 01-06-18, 05:07 pm
Red Goomba


Karma: 178
Posts: 20/35
Since: 09-04-16

as he said, Thank you for this program.
It works really well and with the NSMBe mod it is a very
useful tool for me and many others here.


Although the only thing the mod really does is change the Drop Down list of music to where you enter the value manually. I would have it still be a drop down list with non-hardcoded entries, but the editor doesn't like my SDAT code.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-06-18, 05:32 pm (rev. 4 by  Bloom, Fairy of Fire on 01-06-18, 06:54 pm)
KingYoshi rereg. under probation

Karma: 45
Posts: 9/41
Since: 12-21-17
Those huge screenshots in the first post seem to mess up the board's layout a bit, as the menu goes through it.

Since spoilers don't seem to work like they do at other forums, the only way to solve this would be replacing

[img]...[/img]

by

[imgs]...[/imgs]




EDIT:

Posted by Gota7
(...)
3. In the files section, add the needed SWARs, SBNKs, and the SSEQ for your song.
(If you added any SWARs) 4. Go into the Wave Archive section, and rename "New Entry" to anything for sanity.
(If you added any SBNKs) 5. Go into the Instrument Bank section, rename the entry, and set it to your SWARS:
(...)



* Wave Archive is the name of the folder. It should be changed to Wave, since you can only change the file name in the entries.



EDIT2:

I've followed your tutorial and the song I added seems to work when opening the new sound_data file in VGMTrans. Unfortunately, when playing W1-1 (after changing the SSEQ ID in View settings), no music is played at all. I only hear SFXs (jump sounds etc.).


It might be because the game I used a music from uses only one SBNK and SWAR file for all songs, which causes those two files to be pretty big in file size. :|



EDIT3:

It appears I had the SSEQ ID wrong. Anyway, the song does play now, but all SFXs are gone.
Posted on 01-07-18, 05:47 pm
Red Goomba


Karma: 178
Posts: 21/35
Since: 09-04-16

Thanks for the advice about images, I was wondering how to make those not break the board. As for why the SFX is gone, it's because of the song you use. According to Nintendo's information about how sound works, you can have a maximum of 16 channels playing at once. So if you have a detailed sseq file that takes up like 16 channels, then no SFX will play whatsoever.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-07-18, 06:33 pm (rev. 1 by  Bloom, Fairy of Fire on 01-07-18, 06:34 pm)
KingYoshi rereg. under probation

Karma: 45
Posts: 10/41
Since: 12-21-17
I'm affraid that can't be the problem, since the SSEQ file I used only has 7 channels.
Posted on 01-07-18, 07:20 pm
Wendy Koopa
Once upon a time there was a tiger.

Karma: 4430
Posts: 2304/2506
Since: 01-17-13
did you try the same SSEQ on a regular soundfont with no extra music added, replacing the music slot you want to borrow instruments from?

you gotta at least check if your SSEQ works under normal circumstances.
Posted on 01-08-18, 12:01 am
Red Goomba


Karma: 178
Posts: 22/35
Since: 09-04-16

I'm affraid that can't be the problem, since the SSEQ file I used only has 7 channels.


But who knows how many other channels the game uses for SFX originally. Export an existing song like CHIJOU_CONT.sseq as an .mid, and see how many channels it uses.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-08-18, 07:46 am
KingYoshi rereg. under probation

Karma: 45
Posts: 11/41
Since: 12-21-17
Er, I don't quite follow you.

How does it make me wiser to know the Grassland SSEQ has like 14 channels?
Posted on 01-08-18, 03:32 pm
Red Goomba


Karma: 178
Posts: 24/35
Since: 09-04-16

I expected it to have a low number of channels, like 5 or something, and that would tell you the amount of channels you would have normally. Does SFX work normally when you replace an existing song? If so, then I guess I have to do more research...

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-08-18, 03:48 pm
KingYoshi rereg. under probation

Karma: 45
Posts: 13/41
Since: 12-21-17
Nah, the 'bug' happens when either replacing an existing song or adding a new one.
Posted on 01-08-18, 04:05 pm
Red Goomba


Karma: 178
Posts: 25/35
Since: 09-04-16

Ok, that means that is purely SSEQ related. I thought there might have been another safeguard against adding more songs for a second. It is also important to know if the group ID (or sound set) is correct for the level, or else the correct SFX won't replay regardless. I know I had a problem with SFX when my song had a lot of notes in it.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

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