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Custom Music
New in GLE-V2, the ability to alter an AST's Track Controls! This is hardcoded in the vanilla game (called cBgmSettingInfo), but has now been delegated to a BCSV.
A new BCSV file located in AudioRes/BgmParam.arc, TrackControl.bcsv controls 2 settings for each song in the list:
There are a total of 29 types. Most are unknown.
| ID | Description |
|---|---|
| 1 | Unknown. Used by BGM_TAMAKORO. |
| 2 | Unknown. Used by BGM_TAMAKORO_2. |
| 3 | Unknown. Used by BGM_DASH_YOSHI. |
| 4 | Unknown. Used by BGM_SMG2_BOSS_04A. |
| 5 | AST Channel XOR - Allows for changing which AST channel is playing, for use with BgmChangeArea. Used by BGM_SMG2_GALAXY_16. |
| 6 | AST Channel XOR - Allows for changing which AST channel is playing, this one being used for Slowdown music. Used by BGM_SMG2_GALAXY_01 and BGM_SMG2_GALAXY_17. |
| 7 | Unknown. Used by BGM_SMG2_BOSS_07 and BGM_SMG2_BOSS_07B. |
| 8 | BMS Track 15 On/Off - Allows toggling BMS Track 15, which is where Yoshi Drums are stored. Used by BGM_SMG2_GALAXY_08, BGM_SMG2_GALAXY_20 and BGM_SMG2_GALAXY_HURRY. |
| 9 | Unknown. Used by unused BGM_TITLE. |
| 10 | Unknown. Used by BGM_SMG2_GALAXY_22
|
| 11 | AST Channel ADD - Allows the second AST channel to be played on top of the first channel. Used by BGM_SMG_BOSS_09A. |
| 12 | Unknown. Seems to behave similar to 11? Used by BGM_SMG_BOSS_09B. |
| 13 | AST Channel XOR and BMS Track 15 On/Off - A combination of Mute Types 5 and 8, can activate either function one at a time, which is used for the stage where you have underwater music and Yoshi drums (ala Starshine Beach). Used by BGM_SMG2_GALAXY_27. |
| 14 | Unknown. Used by BGM_SMG2_WORLDMAP_00. |
| 15 | Unknown. Used by BGM_REPEAT_TIMER. |
| 16 | BMS Track 15 On/Off - Seemingly a duplicate of Mute Type 8. Used by BGM_SMG2_GALAXY_10, BGM_SMG2_GALAXY_11, BGM_SMG_GALAXY_14, BGM_SMG2_EV_MOKKU, BGM_SMG2_GALAXY31, BGM_SMG2_MARIO_SHIP01, BGM_SMG2_MARIO_SHIP02, BGM_SMG2_MARIO_SHIP03, and BGM_SMG2_GALAXY_32. |
| 17 | AST Channel ADD - Allows the second AST channel to be played on top of the first channel, this one being used for streamed Yoshi Drums. Used by BGM_SMG2_BOSS_03A. |
| 18 | AST Channel XOR - Allows for changing which AST channel is playing, this one being used for gravity changing music. Used by BGM_SMG2_GALAXY_03. |
| 19 | Unknown. Used by BGM_PINCH_01. |
| 20 | Unknown. Used by BGM_PINCH_02. |
| 21 | Unknown, but supports Yoshi Drums. Used by BGM_SMG2_EV_PORTER. |
| 22 | Unknown, but supports Yoshi Drums. Used by BGM_GAMBLE. |
| 23 | Unknown. Used by BGM_SMG2_WORLDMAP_07. |
| 24 | Unknown. Used by BGM_SMG2_BOSS_10. |
| 25 | Unknown. Used by BGM_SMG2_WORLDMAP_03. |
| 26 | Unknown. Used by BGM_SMG2_WORLDMAP_04. |
| 27 | Unknown. Used by BGM_SMG2_WORLDMAP_05. |
| 28 | Unknown. Used by BGM_SMG2_WORLDMAP_06. |
| 29 | Unknown. Used by BGM_SMG2_WORLDMAP_08. |
The GLE has 8 Change Types, and these define how the Mute Type is activated.
| ID | Name | Description |
|---|---|---|
| 0 | None | Changes can only be done via hardcoded events. |
| 1 | Yoshi Drums | Activates Yoshi drums when you hop on Yoshi. |
| 2 | Water Music | Activates underwater music when the camera goes underwater. Also supports Yoshi drums, however they cannot be played at the same time as the underwater music. The code also supports activating via riding a koopa shell underwater (like SMG's Beach Bowl), but I was unable to get this working. |
| 3 | Slowdown Switch | Activates slowdown music when a slowdown switch is triggered. Also supports Yoshi drums, however, the drums will be deactivated during a slowdown. |
| 4 | Dash Yoshi | Activates Yoshi drums when you hop on Yoshi. Also speeds up the song when using a Dash Pepper. *Requires a sequenced track in order to work. |
| 5 | Fire Flower | Activates when you have a fire flower. Only used for Squizzard's boss theme. *Requires a sequenced track in order to work. |
| 6 | Bowser Meteors | Activates when Bowser's Meteors are punched out of the ground and float in the air. |
| 7 | Worldmap (Unused) | Does not activate. Only here for future proofing the system, as I may repurpose this for something else in the future. |
Note: As of writing this, there is currently no possible way to create custom BMS files.
There are two types of Yoshi drums that you can make: Sequenced and Streamed.
Currently, it is not possible to make custom BMS files. For the sake of completion, this guide pretends that it is possible. If you are looking to actually make some custom Yoshi drums, please look into Streamed Yoshi Drums
To make sequenced Yoshi Drums, follow the following steps: (Remember, these are only theoretical steps)
- Make a custom BMS with the Yoshi Drums on Track 15.
- YAZ0 encode the BMS, and insert it into
AudioRes/Seqs/JaiSeq.arcusing WiiExplorer. Make sure the File Properties inside the RARC file are set correctly. To do this, check "IsCompressed" and "IsCompressedYaz0" (Or click on the button labeled "Auto"). Also ensure the File ID is the same as the file you replaced (if you didn't replace a file, make sure this ID is the same ID that the SMR.aaf file expects.)
Note: WiiExplorer is the only program that can successfully edit JaiSeq.arc. The use of other programs will cause severe audio issues.
- Inside TrackControl.bcsv, set your song's MuteType to either
8or16, and the ChangeType to1,2, or3(depending on what behavior you want). - Setup the Multi BGM Info to sync the AST loop points to the BMS bars.
- Place Yoshi into the level.
In theory, your Yoshi drums should now play whenever you jump on Yoshi. Again, this is purely theoretical, as BMS files cannot be created at this time.
To make streamed Yoshi Drums, follow the following steps:
- Make a custom AST file with Yoshi drums on the second AST channel (Wav Channel 3 [Left Ear] and Wav Channel 4 [Right ear])
- Inside TrackControl.bcsv, set your song's MuteType to
17, and the ChangeType to1. - Place Yoshi into the level.
Your Yoshi drums should now play whenever you jump on Yoshi.
To make Slowdown music, follow the following steps:
- Make a custom AST file with Yoshi drums on the second AST channel (Wav Channel 3 [Left Ear] and Wav Channel 4 [Right ear])
- Inside TrackControl.bcsv, set your song's MuteType to
6, and the ChangeType to3. - Place a HipDropTimerSwitch into the level, and configure it for the Slowdown mechanic.
Your Slowdown music should now play for as long as the switch is activated.
This setup is for galaxies like Freezeflame and Shiverburn where the music changes when you reach certain points in the galaxy. Those "certain points" are handled by BgmChangeAreas. To setup the ast, follow these steps:
- Make a custom AST file with Yoshi drums on the second AST channel (Wav Channel 3 [Left Ear] and Wav Channel 4 [Right ear])
- Inside TrackControl.bcsv, set your song's MuteType to
5, and the ChangeType to0. - Inside StageBgmInfo.bcsv (
/AudioRes/Info/StageBgmInfo.arc), set the song's ChangeBgmState%d to2for the galaxy using the music. (Very likely that ChangeBgmStage0 is the field you're looking for) - Place down some BgmChangeAreas and set them up the same as they are in Shiverburn Galaxy (
KachikochiLavaGalaxy).
Your music should now change channels when you enter the area. If not, try changing the settings on the BgmChangeArea.
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