Can't wait to jumpscare players by speeding up the music to 3x the speed as soon as they jump in the water for no reason.
@SuperHackio2 ай бұрын
LOL
@mariokirby17032 ай бұрын
Hackio really just pulled fully functional Koopa Cape out of his sleeves for the 6 channel showcase :o
@SY24_Ай бұрын
This dude ported Koopa Cape just to make a point
@galacjack20032 ай бұрын
5:58 you can’t fool me that’s Memory Lake Galaxy
@SuperHackio2 ай бұрын
If you think I can't fool you, then you've been fooled.
@legoboy71072 ай бұрын
Audio stuff is cool and all, but new gameplay footage of Galaxy 64 is the real treat! Kinda a shame the falling rock tower things in the cave area aren't there here, but I guess that's not easily implementable as I can't think of anything similar in Galaxy 2. Unless that actually is Memory Lake Galaxy and I have been bamboozled.
@Bavario2 ай бұрын
Huge props to you, this looks and sounds amazing!
@TheYellowSquid2 ай бұрын
Looks, or should I say sounds, amazing!
@robin-muАй бұрын
I'm so happy this channel got recommended to me! I'd love to see more about SMG and SMG2's music formats. And I'll definitely play SMG2 with your HD texture pack in the future :)
@corvo8974Ай бұрын
The day this guy makes new Power ups I'll go crazy
@BarryFromDaHills.official2 ай бұрын
i am so not ready to properly use this 🗣🔥🔥
@user-oj3om6oz5nАй бұрын
I am thoroughly IMPRESSED. :O
@Shadow64Ай бұрын
This is literally amazing, the uses in cosmic cove are awesome. It’s nice to see some SMG64 progress too, it looks dope af. I’m surprised the berry speed changes you used weren’t used by Nintendo
@groudonor1228 күн бұрын
Wtf, we just had Galaxy Engine 3.0 lmao
@SKN64Productions2 ай бұрын
VERY Clever! 😎
@emiliavalentino7226Ай бұрын
Nice!!!
@prexot23412 ай бұрын
Wow! I nevver knew it worked like that. Adaptive music is one of the most underappreciated aspects of... every game that has adaptive music. Though I'm not sure I understand BMS and AST. BMS is MIDI and AST is recordings, is that it?
@SuperHackioАй бұрын
BMS is a more advanced form of MIDI, yes. AST is basically just Nintendo's version of a WAV file
@xtruejudgementx5017Ай бұрын
4:34 hackio please where did you find koopa cape without the wub? I’ve been looking for it for ages
@SuperHackioАй бұрын
Sorry, without the what?
@xtruejudgementx5017Ай бұрын
@ the wub for whatever reason the version of koopa cape you used in this video doesn’t have the Wub, leading to it sounding much cleaner.
@SuperHackioАй бұрын
I see what you mean now. For the video I extracted the soundtrack from Mario Kart Wii's BRSTM files. It turns out the "wub" plays on a different channel, which I intentionally or unintentionally left out when converting for this video.
@xtruejudgementx5017Ай бұрын
@ ok thanks hackio also the level engine looks amazing hopefully soon we will be able to have custom bosses
@Emefficient2 ай бұрын
The Koopa Cape port, lol.
@xtruejudgementx5017Ай бұрын
Hey hackio I recently started playing Mario rom hacks and I was wondering if the galaxy modding scene has anything on the level of super mario eclipse, most of the hacks I’ve come across have been really good but only consist of 3 or 4 galaxies or are just a bunch of little Timmy galaxies, I was wondering if you had any suggestions?
@SuperHackioАй бұрын
Check out the Mods and Creations page on www.lumasworkshop.com/
@gaimerI17Ай бұрын
Is the slowdown version of Space Storm its own track? I thought it was some audio effects?
@SuperHackioАй бұрын
It is indeed it's own track! Nintendo basically never used Audio effects on the streamed music (in SMG 1 & 2 at least)
@rowlet1330Ай бұрын
wait how does battlerock/dreadnought and space fantasy change and freezeflame/shiverburn ice and fire work?
@SuperHackioАй бұрын
At 3:05, I say "And anytime via BgmChangeArea". The map data contains areas that change the active AST tracks when you enter them (based on the Mute Group assigned to the song that's playing, of course)
@denischen81962 ай бұрын
This is so cool! I am thinking about whether I should make one of my custom music tracks play entirely in engine with BMS for more dynamic music flexibility instead of exporting it into a WAV, but this will require porting over 100 custom instruments. What is the difference between MuteGroups and TrackControl? Will MuteGroups replace TrackControl? How do you make areas visible in game? Why can't you have 8 channel ASTs? Why is the limit of 6 not a power of 2?
@SuperHackio2 ай бұрын
TrackControl.bcsv indexes into MuteDefine.bcsv Also, the area you see in the video is a custom model that represents an area. lol Also we did try to add 8 channels but we couldn't get that to work. Likely due to memory.