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Posted on 10-01-19, 10:48 pm

Karma: 11
Posts: 8/11
Since: 09-16-19
After, skimming through the 2 music hacking tutorials out there, I've come to wonder if it's possible to use NSMBW music and import it into NSMB DS. From what I've gathered, I would be hard because the Wii's music isn't in the same format as the DS's, so they're not compatible. I don't really know anything about music hacking, and I'm just asking if this is possible and worth one's time or if I'm just going to be disappointed in the end. (The track I had in mind is the Castle soundtrack from Wii, to replace the one from NSMB DS).
Posted on 10-01-19, 11:22 pm
Fuzz Ball

Karma: 1056
Posts: 980/989
Since: 04-24-18
This should be in the general NSMB hacking section. Also, there's a huge thread about music hacking. It's really cool and simplified.

I wish you the best of luck.

New Super Mario Bros. U DS:
Youtube Channel:
Posted on 10-01-19, 11:53 pm (rev. 1 by Thierry on 10-02-19, 12:00 am)
Once upon a time there was a tiger.

Karma: 4846
Posts: 2617/2617
Since: 01-17-13
okay, so the keyword here is >format. you say they use different formats, but you purposefully (and understandably since you don't know) omitted what they specifically are. here's a quick recap.

NSMBDS, like most DS music and like the majority of old games on systems with limited storage space and/or audio capabilities, uses sequenced music as a medium to produce full tracks. sequenced music is saved into the game as sheet music (MIDI-type files) and fetches instruments saved separately and individually as a library, ready to use for the song it's intended for.

the SSEQ format NSMB uses is very close to MIDI format and can thus be converted back and forth, losing only minor-ish information.
both the music sheets and the instruments can be exported and converted into useable formats, but encoding new tracks into the game requires some manual effort to make it work well.

streamed music on the other hand, is more like ready-made audio files that take much more space; but can allow a much bigger variety of filters that cannot be achieved with sequenced instruments. imagine you pick up a song from the internet, it's most likely gonna be a single file like a MP3 or whatever. that's a full, standalone file.

streamed encoding became a mainstream for newer games that don't have major storage concerns. these tracks are an advantadge not only for what you can put into them, but also because they are much harder to steal if you're looking to remaster them; since there is no way to access the music sheet without manually recreating it, through your own effort.

and of course they're much easier to deal with, contrary to having to code a system to fetch sequenced instruments; which is both of a hassle and a now unnecessary practice due to technological advances.

that was longer than expected, I hope you get the gist of it.
Posted on 10-03-19, 07:49 am
Boomerang Brother

Karma: 3338
Posts: 1024/1029
Since: 11-29-11
I think Thierry explained it well. It can be hard to understand this concept if you have never done stuff before with sequenced music.

If NSMBWii official MIDIs were released or leaked, it'd be possible to use those songs for NSMBDS. However, they would sound about the same as the NSMB songs, since they'd use the instrument samples from NSMB (unless NSMBWii's soundfont would've been released too in this theory).
Posted on 10-03-19, 05:28 pm

Karma: 11
Posts: 9/11
Since: 09-16-19
Thanks to all of you! I had guessed the problem would have something to do with streamed vs sequenced music though I wasn't sure of it nor did I really understand what it was. I think later in my hack, I might try to mess around with the music but I may end up just not touching the music at all because the original NSMB tracks are already great!

(And yes this thread wasn't in the right section, my reflexes was to post it in the same section as the Music Hacking tutorial haha, my bad)
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