Next I'll explain how to modify which instrument sets and sound effects are connected to each sequence in the sdat.
Open up info.bin in a hex editor such as MadEdit, if you are not familiar with hex editing you'll first need to learn this.
At 0x40 you'll find the main table of sequences contained in sdat, each of these offsets points to the settings for each sequence respectively.
Note that the file is written in little-endian, meaning each set of four bytes is reverse and "08 02 00 00" should be read as "00 00 02 08" therefore pointing to 0x208 in info.bin.
In this example I'll show you how to change the settings of NCS_BGM_JAZZ (One of the mini-game songs) to behave like NCS_BGM_CHIJOU (Bob-omb's Battlefield music).
Their pointers are 0x1F0 and 0x448 respectively. Let's take a look at what's at 0x448: 38 00 00 00 65 00 60 40 40 00 00 00
The first part (00 00 00 38 - little-endian, remember) is the sseq file id used, we don't need to change this.
The second part (40 60 00 65) is what we'll be copying over the same data at 0x1F4 to produce our desired result.
The last part (00 00 00 40) just marks the end of this entry.
So, now we'll go to 0x1F0 to see the NCS_BGM_JAZZ settings: 08 00 00 00 5F 00 69 40 40 00 00 00
Here we'll need to replace "5F 00 69 40" with the bytes used in NCS_BGM_CHJOU's entry, which are "65 00 60 40".
Once you've done this, you'll be able to replace NCS_BGM_JAZZ with NCS_BGM_CHIJOU and should find that it plays correctly.
(05-04-2015, 08:19 AM)Skeletons Wrote: Seeing that no one else appears to have had much success importing custom music, I've decided to provide this short explanation.
First, here are the programs and files you will need. If any of them become unavailable at some point, inform me and I will upload them elsewhere.
(05-04-2015, 08:45 PM)Megaman511again Wrote: What should somebody do if they were to hear pixel-like mish-mash when they import their music into SM64DS (or any DS game for that matter)?
I'd assume edit the instruments/ midi in conjunction with each other
I honestly recommend using VGMtrans to export the instruments to DLS or SF2 and edit the midi while using the soundfont/DLS, I use FL Studio which is very easy to use with DLS.
(04-07-2015, 06:14 PM)Solaris Wrote: How do music hackers get the midi/sseq to be under the required size to play in-game?
The maximum sseq size is around 9KB, it varies with each level. You can reduce the size by removing parts of the song or controller events like volume changes.
(This post was last modified: 05-07-2015, 06:50 AM by Skeletons.)
can someone here tell me which SSEQ file is for the lethal lava land and shifting sand land music, I can't for the live of me find BGM_MOTOS in the SSEQ files yet when I open up VGMtrans I found BGM_MOTOS and it was the lethal lava land and shifting sand land music, I can find the other music pieces in the SSEQ files, but I can't find BGM_MOTOS which makes me suspect the lethal lava land and shifting sand land music is named differently and I want to change that piece of music, I already have a custom SSEQ file for shifting sand land and lethal lava land music, but I don't know what SSEQ file to replace with it because I don't know what the song is called in the files...
EDIT: nevermind, I solved my issue myself, the music works in the game now, and it sounds fantastic...
I have this problem with midi2sseq and it is that as it exports the MIDI sounds bad, the different channels are a mess when I play it in vgmtrans. This guy also has the same problem: