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by Knurek at 5:50 PM EDT on August 19, 2008
I think it should be possible. Not to dump SPCs of course, but to make a ROM that plays the selected songs (SNSF pretty much).

Here's Soul & Sword, and now I really need some sleep. :D

ROM should be deinterleaved (NSRT Checksum 0x772A). Search ROM for string 0xa92c22f3e00020. Change the second byte to have different songs play during the intro screen.

ugetab, small question. Is there a possibility that stepping out wrong number of times will result in sequence playing with the wrong sample bank, or is that generally handled by SPC Init function?



edited 6:34 PM EDT August 19, 2008
by ugetab at 3:42 PM EDT on August 20, 2008
Usually, the higher you step out after hitting a breakpoint, the safer it is to change something, but the the amount of stuff affected by any change can be farther reaching.

As for the SPC specifics, I don't know. I generally see sound generation in Sound Init/Song Init/Play specifications from ripping NSFs/GBSs. Wario's Woods has this overall setup, GBSs from many flavors of companies will use this, and in my experience, only very rarely will a game become too tangled up with the sound generation to adequately isolate the pieces into those 3 categories. Rayman GBC is like this, and an NSF I ripped also had a very iffy sound setup.
by Knurek at 5:52 PM EDT on August 20, 2008
Wizap!: Ankoku no Ou

ROM should be deinterleaved (NSRT Checksum 0xA944). Search ROM for string 0xc0a91d22ce. Change the third byte to have different songs play during the intro screen.
by Knurek at 4:50 PM EDT on August 21, 2008
I'm starting to think the three games that went nicely were just flukes. Spent the best part of the day looking at disassemblies, and couldn't really find anything in the 30+ games I've tried. :(

Best thing I got was changing the intro song for Angelique, but that only worked with one other song select (all other either crashed the game or didn't change anything). Pity, nice music there from what I could gather. :|
by ugetab at 6:20 PM EDT on August 21, 2008
Misc. Notes on Angelique:

C0C0AF = C0BA
C0C124 = C12F

1870 area is where things get inited

002142
001802
C0C110
C095E6
DC014D

Narrowed it down to 33 by watching memory, tracking changes with memory BPs, and watching continually fewer memory changes until I got to the first change. That first change, (after sound init, which setup the 1800 area) turned out to be the song select. A good log should show the origin of the song value, which can be traced back to the origin visually.

The 1830 write tracks back to being read from 0054 at C0/C0A4, so, I'll just change it to an absolute read, and see if that works. Nope.

DC01F6 has an AND #$007F instruction. Make it A9?? for music track

DC01F6A9
DC01F7??

Edit:
I watched writes, traced back farther, and ended up just jumping in during the right routine, so I could jump out and find something better.

000054 is written from 0008E2, which is the stack, so I timed my freeze(clicking the memory window) to be pretty close to the write, which ended up allowing me to step out and recognize a PEA $0070 I saw on the stack, preceeded by a push and further preceeded by an AND #$00FF. Putting in a code to change this allowed for the second song to be used, which goes in at full volume. Tracking writes to 7E37F4 should allow further specifications for specific songs by the area.

Use this to get full-intro-volume rips from basically anywhere.
C905E7A9
C905E8??

As it turns out, I was being too cautious, and it was actually about 4 or 5 step-outs farther than I thought was practical. I don't exactly do SNES song select codes more than once every 3 months.

edited 8:47 PM EDT August 21, 2008
by marioman at 8:24 PM EDT on August 21, 2008
WIP NSF of Mega Man 9 music.

ROM containing above music along with a Mega Man themed player.

Both courtesy of Acmlm. I hope that he finishes them after the game comes out. The music is really accurate.

edited 8:24 PM EDT August 21, 2008
by nensondubois at 9:47 PM EDT on August 23, 2008
Can you get all the voice samples from FIFA Soccer 96' with a SNES music select code?

edited 10:27 AM EDT August 24, 2008

edited 11:11 AM EDT August 24, 2008
by Knurek at 2:57 AM EDT on August 25, 2008
ugetab, thank you very much for those song selects. I'm currently wrapping up the SPC pack (need to time 7 more games and dump/time Angelique), so I should have the whole package ready sometime this week.

If you want to dabble some more in SNES stuff, the Most Requested sets list at SNESMusic.org (http://snesmusic.org/v2/wiki.php?iRequest=wiki/ViewPage&iPage=MostRequested) is a good place to look for undumped games (though some of the ones there have basic dumps done, will need to speak with the guys about making them show up differently or something).

Also, other Koei games should be pretty easy to hack using Angelique as a basis. I've looked a bit at Winning Post 2 and it even seems to use the same addresses for the music call.

edited 2:58 AM EDT August 25, 2008
by nensondubois at 11:08 AM EDT on August 25, 2008
I have sent stuff over there and I need three more voice samples to finish yet another set.
by ugetab at 12:36 PM EDT on August 25, 2008
I started a topic a GSHI, and hacked the music select for that Oni game with about 600 votes.

Bakumatsu Korinden ONI 2(May be called 'Bakumatsu Korinden Oni', but will have the internal name S-ONI2.) Leave it off until the last line of intro text to make ripping easy, so you can just edit the codes and restore the save state. This worked for Dark Law, which had a nasty habit of dropping leading notes when ripping.
C02F06A9
C02F07??

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