Posted on 10-21-15, 08:15 am (rev. 1 by  KingYoshi on 10-21-15, 08:16 am)
Fire Snake
Eugene

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You're welcome.

I was thinking, Music Hacking would be much easier if VGMTrans had an option to replace SSEQs, SBNKs and SWARs in SDAT files. Then there wouldn't be problems like this anymore.

It should be possible to make that option, since VGMTrans is opensource (isn't it?)

Unfortunately I have to few knowledge of programming to make it myself.
Posted on 10-21-15, 10:19 am


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Gericom's DS Sound Studio can.
Posted on 10-21-15, 10:59 am
Birdo


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VGMtrans is on open source github and is being actively developed, in some parts of it at least.
Posted on 10-21-15, 11:39 am (rev. 3 by  Arctus Platner on 10-21-15, 02:51 pm)
Red Paratroopa
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Posted by skawo
Gericom's DS Sound Studio can.
Yes, but it can only do so much, for example, the sdat still can't become too big(from importing music from other sdat files) otherwise either the entire sdat won't work in game or just the track that was imported.
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Posted on 03-09-16, 08:06 pm
Flurry
newsuperexpandkongs

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Posted by Mariomaster
For everybody who needs a video:

Not mine but OK

Does anyone have a reupload of the video? It got taken down.
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Posted on 03-09-16, 09:00 pm
Mariomaster

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I don't think that anybody has downloaded it ever, because yea, YouTube is there to HOST videos, not to strike them.

Although YouTube thinks different...
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Posted on 04-02-16, 07:35 pm (rev. 1 by  newsuperhackboys on 04-02-16, 07:36 pm)
Flurry
newsuperexpandkongs

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So I have the SMW Overworld Theme with the instruments and loop markers. This is the file: grassland.mid
So when I drag it into or use cmd to convert it into a .sseq file, it would not create the file?

Any suggestions?
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Posted on 04-02-16, 07:55 pm (rev. 3 by  KingYoshi on 04-02-16, 07:57 pm)
Fire Snake
Eugene

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So I have the SMW Overworld Theme with the instruments and loop markers. This is the file: grassland.mid
So when I drag it into or use cmd to convert it into a .sseq file, it would not create the file?

Any suggestions?


This *.zip file contains the newest version of midi2sseq.exe.

The fastest way to convert a *.mid to *.sseq is:

1.) Start Command Prompt (cmd.exe)
2.) Drag midi2sseq.exe to cmd
4.) Press space bar
5.) Drag the *.mid file to cmd
6.) Press space bar
7.) Drag the *.mid file to cmd again, but now replace ".mid" with ".sseq"!
8.) Press Enter

Done!


With this "dragging" method, you won't have to go to the right path anymore, which can spare you a lot of time few seconds.
Posted on 04-02-16, 09:59 pm
この記号は… 解読できないよ…


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For me, just dragging a .mid file onto midi2sseq.exe converts it just fine.
Posted on 04-02-16, 10:08 pm
Fire Snake
Eugene

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Posted by Thierry
For me, just dragging a .mid file onto midi2sseq.exe converts it just fine.


It depends on which version you're using.
Posted on 04-03-16, 03:59 am (rev. 1 by Asprok on 04-03-16, 06:08 am)
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I am quite new to this music hacking thing and I have a problem with this:

Posted by Orengefox
Step 3:


Open the newly exported “smb3world1-2.mid” file using Hex Workshop. Look for 0x0000000C (which is the 12th byte); it should look like this "0060". Now change it to "00C0" and save. Open the newly hex edited file using FL Studio. The midi file should sound 2 times as fast, this is what you want. Now export it to midi again; overwriting the old one if you like. Open the more newly exported “smb3world1-2.mid” file using Hex Workshop and look for 0x0000000C once more. This time, change the "0060" to "0030" and save. Now play the midi on any media player, and it should sound normal.


When I look for that offset, it appears as 01 E0 in my MIDI. Here's the results if I jump to step 4, then to 6 through 9:


Side note: The ROM's size increased from 32,768 KB to 34,309 KB (which may be obvious due to the lack of hex editing, I suppose?).

EDIT: Just in case, I replaced the underground music.

I could not…
Posted on 04-03-16, 08:48 am (rev. 2 by  KingYoshi on 04-03-16, 08:49 am)
Fire Snake
Eugene

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*sigh*

Sometimes, I'm really thinking of rewriting this tutorial, since some parts are really outdated.

But for now:

Open the not hex-edited *.mid in Anvil Studio. Right after the final note plays, place the marker there and the program will record the time at which the marker is. Click EDIT -> Insert MIDI Event... . Under Kind Of Event, make sure both boxes have a check mark beside them, then look for "Marker" in the drop-down list. After you find it, you will just have a blank text box. Type loopEnd Now, this is the slightly difficult part.

Go to the point in the song where it loops to, and select it. Now, go to EDIT -> Insert MIDI Event... . Make sure you are using marker, BUT, look at the time. You need to peel off one frame so the loop will sound correctly. How do I do that? When looking at the time, It will go 29:30 (29 seconds, 30 frames.) to 30:00. Meaning that there are 30 frames in 1 second. So, if your time for the loop point is on an exact second, go to the previous second, and use 29 frames. Now, use the Marker loopStart. Remember that it is case sensitive. Keep in mind that you only have to do this on ONE track, and it saves you time. The revised MIDI2SSEQ is smart enough to place the loop point correctly on all tracks. Now, go FILE -> Export MIDI-Format 0 File... and save it to a directory. (source)


With this method, you won't have to hexedit anything! Now use the version of midi2sseq.exe I sent you. Then, go further with Step 7 of the first post's tutorial.

There you go.
Posted on 04-03-16, 01:34 pm
Flurry
newsuperexpandkongs

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We need to like make a new thread about music hacking or at least give an easy alternative. It also wouldn't hurt to add pictures. It may still be very hard, but not as hard. Most of the things they mention are like... Very outdated like KingYoshi said.
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Posted on 04-03-16, 01:57 pm
Fire Snake
Eugene

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Yep. I'll try to make a new one when I got time.
Posted on 04-03-16, 05:42 pm
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Thank you very much,  KingYoshi! I'll try that out later. And I have to agree with both of you: a new guide must be made. Though, I wouldn't know if it should be a new thread or just another post, but the latter would need the original ( Dirbaio's) post to be updated with a redirection to the newer ( KingYoshi's) post and maybe an updated tag.

I could not…
Posted on 05-18-16, 10:29 pm
Micro-Goomba


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I created a little tutorial for an easier approach to music modding for the Nintendo DS. (Yes, this method is universal to almost any DS game.)
Posted on 05-18-16, 10:43 pm (rev. 1 by  Fluorescent on 05-18-16, 10:45 pm)



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This is awesome, the music hacking tutorial is probably the longest tutorial on NSMBHD and isnt even that hard

This explains how to edit a music way quicker than the text


The Legendary Sprite 326:
Posted on 05-18-16, 11:56 pm
Micro-Goomba


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Posted by Fluorescent
This is awesome, the music hacking tutorial is probably the longest tutorial on NSMBHD and isnt even that hard

This explains how to edit a music way quicker than the text


Thanks! I just wanted to make a tutorial that any beginner (including myself) could understand from the get go.
Posted on 07-06-16, 09:45 pm
Flurry
newsuperexpandkongs

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I was using Anvil Studio and I exported a midi with "Export MIDI-Format 0". It was much slower for some reason. Any tips?
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Posted on 08-03-16, 11:02 pm
Micro-Goomba


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I was using Anvil Studio and I exported a midi with "Export MIDI-Format 0". It was much slower for some reason. Any tips?

Don't use "Export MIDI-Format 0", save it as a normal MIDI. (Also Anvil has this weird bug where the MIDI would sometimes change to 120 BPM (Tempo)).