SMG2 Audio Modding Breakthrough (GLE-V4 Preview)

  Рет қаралды 2,314

Super Hackio

Super Hackio

Күн бұрын

Пікірлер: 33
@dudegamer64
@dudegamer64 2 ай бұрын
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.
@SuperHackio
@SuperHackio 2 ай бұрын
LOL
@mariokirby1703
@mariokirby1703 2 ай бұрын
Hackio really just pulled fully functional Koopa Cape out of his sleeves for the 6 channel showcase :o
@SY24_
@SY24_ Ай бұрын
This dude ported Koopa Cape just to make a point
@galacjack2003
@galacjack2003 2 ай бұрын
5:58 you can’t fool me that’s Memory Lake Galaxy
@SuperHackio
@SuperHackio 2 ай бұрын
If you think I can't fool you, then you've been fooled.
@legoboy7107
@legoboy7107 2 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.
@Bavario
@Bavario 2 ай бұрын
Huge props to you, this looks and sounds amazing!
@TheYellowSquid
@TheYellowSquid 2 ай бұрын
Looks, or should I say sounds, amazing!
@robin-mu
@robin-mu Ай 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 :)
@corvo8974
@corvo8974 Ай бұрын
The day this guy makes new Power ups I'll go crazy
@BarryFromDaHills.official
@BarryFromDaHills.official 2 ай бұрын
i am so not ready to properly use this 🗣🔥🔥
@user-oj3om6oz5n
@user-oj3om6oz5n Ай бұрын
I am thoroughly IMPRESSED. :O
@Shadow64
@Shadow64 Ай 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
@groudonor12
@groudonor12 28 күн бұрын
Wtf, we just had Galaxy Engine 3.0 lmao
@SKN64Productions
@SKN64Productions 2 ай бұрын
VERY Clever! 😎
@emiliavalentino7226
@emiliavalentino7226 Ай бұрын
Nice!!!
@prexot2341
@prexot2341 2 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?
@SuperHackio
@SuperHackio Ай бұрын
BMS is a more advanced form of MIDI, yes. AST is basically just Nintendo's version of a WAV file
@xtruejudgementx5017
@xtruejudgementx5017 Ай бұрын
4:34 hackio please where did you find koopa cape without the wub? I’ve been looking for it for ages
@SuperHackio
@SuperHackio Ай бұрын
Sorry, without the what?
@xtruejudgementx5017
@xtruejudgementx5017 Ай 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.
@SuperHackio
@SuperHackio Ай 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.
@xtruejudgementx5017
@xtruejudgementx5017 Ай бұрын
@ ok thanks hackio also the level engine looks amazing hopefully soon we will be able to have custom bosses
@Emefficient
@Emefficient 2 ай бұрын
The Koopa Cape port, lol.
@xtruejudgementx5017
@xtruejudgementx5017 Ай 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?
@SuperHackio
@SuperHackio Ай бұрын
Check out the Mods and Creations page on www.lumasworkshop.com/
@gaimerI17
@gaimerI17 Ай бұрын
Is the slowdown version of Space Storm its own track? I thought it was some audio effects?
@SuperHackio
@SuperHackio Ай бұрын
It is indeed it's own track! Nintendo basically never used Audio effects on the streamed music (in SMG 1 & 2 at least)
@rowlet1330
@rowlet1330 Ай бұрын
wait how does battlerock/dreadnought and space fantasy change and freezeflame/shiverburn ice and fire work?
@SuperHackio
@SuperHackio Ай 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)
@denischen8196
@denischen8196 2 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?
@SuperHackio
@SuperHackio 2 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.
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