Pages: 1
Posted on 12-12-11, 12:28 am
Buzzy Beetle
Just watching...

Karma: 488
Posts: 61/386
Since: 07-01-11
i want to know if is possible to add to the editor a preview of the music (like a reproductor). i mean like, when you click in the zone, where you choose the music, beside of the arrow you can put a button to play it. so with it, we can see how the song sounds like.
i hope this can be added.
_________________________
Posted on 12-15-11, 05:25 pm
Hammer Brother


Karma: 3498
Posts: 22/1071
Since: 11-29-11
Posted by STORMENT
i want to know if is possible to add to the editor a preview of the music (like a reproductor). i mean like, when you click in the zone, where you choose the music, beside of the arrow you can put a button to play it. so with it, we can see how the song sounds like.
i hope this can be added.


That would be a very good idea
Posted on 12-16-11, 03:47 pm
Banned for being a complete idiot.

Karma: 519
Posts: 632/987
Since: 07-09-11
Are we going to port VGMTrans for this?
Posted on 12-16-11, 07:15 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9591
Posts: 1285/4446
Since: 06-08-11
It's not easy at all. Playing DS music needs accurate emulation of the DS sound engine and the SSEQ format.

Also, for now, the editor doesn't even have support to read stuff from SDAT files.


Anyways, what'd it be useful for? There' are not that many musics in NSMB, I always know which one is which
Posted on 12-16-11, 07:19 pm
Roy Koopa


Karma: 3996
Posts: 1103/2722
Since: 06-26-11
For music hacking its VERY useful. It saves a lot of testing time. Instead of starting the game and entering a level, you can click a button and ZAPPP!! Music plays
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-16-11, 07:56 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9591
Posts: 1287/4446
Since: 06-08-11
Oh, I see. It could be useful for testing out music hacks.

Still it'd require very accurate emulation to be useful... Probably not going to happen
Posted on 12-16-11, 08:11 pm
AxewAxew

Karma: 673
Posts: 88/583
Since: 07-02-11
Couldn't you accomplish this with DeSmuME's sound emulation? Isn't DeSmuME FOSS?
Posted on 12-16-11, 08:13 pm
Roy Koopa


Karma: 3996
Posts: 1104/2722
Since: 06-26-11
And Gericoms MKDS editor is also able to preview music Then YOU can of course make it
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-16-11, 08:16 pm (rev. 1)
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9591
Posts: 1288/4446
Since: 06-08-11
Maybe, but desmume only emulates the sound hardware. We'd need to emulate/reimplement/whatever Nintendo's library code, the one that passes data from SSEQ to the audio hardware

Not easy.

EDIT
Posted by ray
And Gericoms MKDS editor is also able to preview music Then YOU can of course make it


His does because he has copypasted the code for it from somewhere else. I don't want to do that with NSMBe.

Quality and stability > features.
Posted on 12-16-11, 10:27 pm
Buzzy Beetle
Just watching...

Karma: 488
Posts: 72/386
Since: 07-01-11
Posted by ray
For music hacking its VERY useful. It saves a lot of testing time. Instead of starting the game and entering a level, you can click a button and ZAPPP!! Music plays

YEAH that's what i want that button, so please improve it
i think you can see the code of VGMTrans (i know you don't want to make NSMBe a recopilation of programs) but you can modify that code.
_________________________
Posted on 12-19-11, 01:11 pm
Roy Koopa
The guy who does things.

Karma: 12473
Posts: 181/2794
Since: 07-01-11
This could also be done by using compressed .mp3s of NSMB's OST and built directly into the editor. It won't work for custom music, but it can give the person a better understanding of what track they are choosing so they don't have to use trial and error to find the right one.
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 12-19-11, 03:48 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9591
Posts: 1305/4446
Since: 06-08-11
I'm not going to bundle MP3's into NSMBe. That'd make it unnecessary big, would be useless for testing hacked music, and has copyright issues.

Is it really THAT hard to know which track it is based on the names!? I've never had any problem with it!
Posted on 12-20-11, 12:21 am
Roy Koopa
The guy who does things.

Karma: 12473
Posts: 183/2794
Since: 07-01-11
Most of the Music is easy to recognize. But there are a few names which could be used for multiple tracks in the game so you need to find the right one.
(But if you've already memorized it, you won't be able to see it from our perspective fully.)
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 12-20-11, 12:44 am
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9591
Posts: 1310/4446
Since: 06-08-11
Hmm, I've never "memorized" them. It's just that, from having played the game, I remember which is which

Which ones are easy to confuse? Maybe we can change the names so that they're more descriptive?
Pages: 1