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by unknownfile at 10:56 PM EDT on August 16, 2008
Hana no Mai finally implemented into M1.

I'll post the Notsofatso source later.
by Lunar at 8:01 AM EDT on August 17, 2008
Knurek yeah I just gave up because I didn't really intend on playing through the games. I was also doing it manually instead of using game genie codes (the only way I know how). Codes sure would make life easier. Would be funny seeing just how many sets on snesmusic are incomplete/missing secret songs/etc, if that is possible. I'm fairly sure Final Stretch is incomplete, for example, and I'd like to find more tunes in that.

http://www.shakal.net/lunar/temp/mahjong/ that's what i have for mahjong PV
by ugetab at 7:13 PM EDT on August 17, 2008
Mahjong PV Title Music Code
819F9A??

It loaded the music number with a PEA, which took a bit to determine. Rip the music if you still feel like it.
by Knurek at 1:25 AM EDT on August 18, 2008
Thank you very much, ugetab.

BTW, any tutorial on how to go around determining the song select code in SNES games? Took me half of yesterday looking at RAM writes in MESS debugger, and I wasn't even close to the address you provided. :|

Also, the data you provided for SMRM PIV... Is that for the arcade game, or the SNES version? If the latter, how do I exactly go around using it? Edit the offset in ZST file?

edited 1:32 AM EDT August 18, 2008
by unknownfile at 10:31 AM EDT on August 18, 2008
Made progress on Snatcher last night. The sound driver is loaded at the copyright screen, so it's possible to make a memory dump and run from there.

As the Sega CD never sees the Genesis' memory, writes are made to the SCD's memory space.

Even more interesting is the fact that the Z80 is not used, but its memory is used for loading sequences in from memory (from FMWR.BIN or whatever, switched in 0x1e00 chunks).

Next step is to patch this beast to run the way I want it to in Gens, and I also need to wait until R. Belmont gets the 68K interrupt vectors working in a less screwy way.
by skiz3 at 6:10 PM EDT on August 18, 2008
Glad to hear about the progress on Snatcher! I've been wanting to get my hands on the music that plays during the cutscenes without all the voices and sound effects playing over the music.
by ugetab at 8:07 PM EDT on August 18, 2008
@Knurek

I generally follow a very simple method of determining how the game loads music.

In Geiger's debugging SNES9X
Attempt 1:
A little before music is loaded(as in, something like the title screen music), put a watch on 002142, then when it breaks, disable the breakpoint, and use the Step Out command, and disassemble back to the address that was just run. If this is believed or proven to not be the deciding address, step out further. There's usually a single value pushed/loaded to a variable. It's also common for the load address to be close to/at ???000.

Attempt 2:
Same as above, but use address 002140.

Note that in SMRM PV, after stepping out, I had to look forward a bit to find the title loader, while the address I stepped out of was using the same routine to do something other than song selection by initing an unusual song value. You may still have to breakpoint and test the value inits/addresses of several routines you jump out of. It's just not as straight-forward as some other projects.

edited 9:00 PM EDT August 18, 2008
by Knurek at 10:44 AM EDT on August 19, 2008
@ugetab

Oh, man, thanks a lot. It's kinda easy in some games, here's 5 minutes worth of work with Dragon Slayer - Eiyuu Densetsu II (J).smc.

Search for string 0xa90222bd in ROM, modify the second byte (0x02) to have other songs play during the introduction.

Should have the basic SPC pack ready in a jiffy.

edited 10:45 AM EDT August 19, 2008
by nensondubois at 5:06 PM EDT on August 19, 2008
can this method be used yo yield results with Wario's Woods?
by Lunar at 5:16 PM EDT on August 19, 2008
no...

*forehead*

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