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what address does the music data begin in a hex editor,i need to know so i can make custom music in my ceribris grin new .and also which songs are at what address.
Thread title: 
Super Secret Area - Dead Ahead!
Have you looked through Kejardon's documents?  I know he has some documents on the music.
RIDLEY RULEZ!!
        
Marking presence ... And floating in the conversation
OMG FLAN!!!!!!!
I don't understand why everyone is trying to make custom msuic all of a sudden...

1. Yes I am willing to help people out, within reason. I would only make music for a few people here.
2. If you don't understand ASM, learn that first.
3. If you don't understand music (as in A-G, accidentals, dynamics, etc), give up now XD.
4. If you know ASM and music, learn the SPC format for Super Metroid (actually pretty simple)
5. Play around with the data in a hex editor to figure things out.

That said, the music pointers are at $8F:E7E1. If you add more pointers, beware that you WILL overwrite the header for room E82C (debug room).

Good luck!
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thanks for the header erase warning :D
its good to know this because I plan on having suped up orginal metroid 1 music in my game
If anyone ever wants me to contribute musically i can. Im a drummer/musician for 12+ yrs compose all instruments, advanced theory, very complex. I listen, play & write on the lvl of Dream Theater when it comes to drums and near the lvl of them when it comes to all other instruments.
Quote from Sadiztik Fish:
I don't understand why everyone is trying to make custom msuic all of a sudden...

For the same reason level design became so important after Redesign.  For the same reason layering is becoming important now (Eris).

There are always trends.  I just thought the custom enemy trend would come before the music... Strange.  In any case, each trend leads to increased knowledge and better output (ie- hacks).
Go ahead. Stare.
Quote from Jathys:
There are always trends.  I just thought the custom enemy trend would come before the music... Strange.  In any case, each trend leads to increased knowledge and better output (ie- hacks).

Custom enemies take more work with ASM than the rest, and hackers have enough work turning out a decent hack without adding in custom enemies. I think it will become the next big thing though, since music, level design, and drawing new tiles seems to be coming to their pinnacle and hackers will realize custom enemies will have a lot to do with how people see their hack.

I will definitely agree that more good hacks are being released recently. It seems that quality is becoming the norm now.
OMG FLAN!!!!!!!
Quote from MetroidMst:
Custom enemies take more work with ASM than the rest, and hackers have enough work turning out a decent hack without adding in custom enemies. I think it will become the next big thing though, since music, level design, and drawing new tiles seems to be coming to their pinnacle and hackers will realize custom enemies will have a lot to do with how people see their hack.

I will definitely agree that more good hacks are being released recently. It seems that quality is becoming the norm now.


Custom enemies take an understanding of ASM, yes. But custom music takes a lot more patience and is harder in a way (certainly more annoying). With one incorrect byte in the SPC, you get soemthing that sounds like shit, with 1 incorrect byte in the ASM to set it up, you get a crash which isn't always easy to fix (which is REALLY annoying).

I guess both take a lot of work.

Completely custom enemy sprites and tilemaps though... that's where I'm going (no extra ASM grin new). Unfortunately, that also takes a LOT of space and time with a hex editor.
Super Secret Area - Dead Ahead!
My amazing powers tell me that there is a certain element of wrong-topicness about that one, bydolord... Wink
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GAH!!!!! ment for hacks and fan games screen shot trend!!!!!!!
mods please move  aiwebs_016  GAH! i'm such an idiot.