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Old 03-09-2005, 12:34 PM   #11
CROcOp
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Default Re: SMB1 music data location?

> I didn't. Then again, I'm not all hackers.
>
Okay, and edit:
Most of the hackers hack smb beacuse it's an easiest one.<img src=smilies/magbiggrin.gif>

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Old 03-09-2005, 03:36 PM   #12
RaiBlastoise
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Default Thanx *nt*

You don't believe me when I say there's no text?

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Old 03-13-2005, 11:14 PM   #13
cKy-2K
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Default Re: SMB1 music data location?

>http://www.romhacking.com/docs/games...s/smbmusic.txt


what would be the best hex editor for doing this?

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Old 03-14-2005, 10:38 AM   #14
CROcOp
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Default Re: SMB1 music data location?

> what would be the best hex editor for doing this?
>
Any hex editor is good. A lot of people reccomend Hexworkshop. I also use it.

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Old 03-14-2005, 03:56 PM   #15
cKy-2K
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Default Re: SMB1 music data location?

What do I do to enter the "$" mode on hex workshop?

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Old 03-14-2005, 04:54 PM   #16
Disch
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Default Re: SMB1 music data location?

> What do I do to enter the "$" mode on hex workshop?
>

A dolloar sign prefixing a number just means that the number is in hex. Most hex editors use hex by default (it is a hex editor -- and I don't know who in their right mind would use offsets in decimal)

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Old 03-14-2005, 08:52 PM   #17
cKy-2K
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Default Re: SMB1 music data location?

Holy shit this is hard. Is there anyway to make it read a diffrent section for the notes? And if so, can I import a NSF?
I got a hex editor that can extend the rom's size. It's funny, bucause Dahrk Hax makes hacking look as easy as walking for him.

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Old 03-14-2005, 09:09 PM   #18
Disch
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Default Re: SMB1 music data location?

> Holy shit this is hard.

Yes, when it's new it's confusing and intimidating. Once you get familiar with it though, it really isn't all that bad.

> Is there anyway to make it read a
> diffrent section for the notes?

I don't know what you mean by that. Could you be more detailed?

> And if so, can I import a NSF?

The only NSF you'll be able to import is SMB1's (since it was ripped from the game [img]/wwwthreads/images/icons/tongue.gif[/img]) -- and even that would likly take some work. NSFs aren't like a common music format like MIDI or whatever -- each NSF is as unique as an NES ROM. They all operate their own way. Dropping X NSF into Y game may seem like it should be possible, but it's asking more than you realize.

> I got a hex editor that can extend the rom's size.

Expanding a ROM isn't as simple as adding bytes to the end. SMB1 is the maximum size any NES rom can be (40k) without adding a mapper. Any bytes you tack on to the end of that 40k will just be ignored by the emulator. It would take a good grasp of 6502 and some work to add a mapper and actually be able to expand the ROM.

> It's funny, bucause Dahrk Hax makes hacking look as easy as
> walking for him.

Well he's been doing it a looooooooong time ;D.

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Old 03-16-2005, 03:28 AM   #19
cKy-2K
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Default Re: SMB1 music data location?

>Expanding a ROM isn't as simple as adding bytes to the end.

I know, but you can actually epand it and it works fine. With this, you can make the already inputed codes to read the extra coding. I really hate how NSFs in a NES rom have diffrent ways to read the coding on how to play the music.

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Old 03-16-2005, 05:22 AM   #20
Disch
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Default Re: SMB1 music data location?

> I know, but you can actually epand it and it works fine.

Well... yeah. But like I said the stuff you tack onto the end will likely just gets ignored by the emulator.

> With this, you can make the already inputed codes to read
> the extra coding.

If you're thinking you can just slap info at the end of the ROM and make the game use it, you're wrong. NES ROM expansion isn't that simple -- as I tried to say before.

However... you're right on some level -- in that you can add more space for code and edit the existing code to jump to your new code. However this is a fairly complex process (especially in the case of SMB1 since there's supposedly very little free space to work with).

> I really hate how NSFs in a NES rom have
> diffrent ways to read the coding on how to play the music.

Thems the breaks.

An NSF (like an NES ROM), is a fully self contained executable. NSFs are to NSF players what NES ROMs are to NES emulators. Games are going to use different music formats just like they use different level formats... and different ways of storing stats, and other data. Yeah it would be nice if every game everywhere was coded so that data could easily be interchanged, but that's a pipe dream.

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