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 Post subject: Re: Music Modifier codes
PostPosted: Sun May 27, 2012 4:40 pm 
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3x3 Eyes - Seima Kourinden
Main menu
1E8010xx - bank number (00 or 01)
009388xx - tune number


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 Post subject: Re: Music Modifier codes
PostPosted: Wed May 30, 2012 11:48 am 
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KFF, you think you could take a look at Populous 2 and dump any missing tracks? That set is pretty darn near close to completion, I would think, and I'd like to get it released soonish.

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 Post subject: Re: Music Modifier codes
PostPosted: Thu May 31, 2012 3:17 pm 
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Already dumped, actually.

There is partial track identification on me and captainhydao's end (I did do a complete dump... and the music modifier was quite easy to make... the games that use the Kazuo Sawa sound driver are typically quite easy to crack for a universal music modifier). Interestingly, the Japanese and European versions are slightly different in the music (I have unique dumps for some of the Japanese tracks), and in a role reversal, the Japanese version has fewer tracks than the European version.

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Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

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 Post subject: Re: Music Modifier codes
PostPosted: Thu May 31, 2012 11:50 pm 
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Addams Family Values
B28003xx - title screen


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 Post subject: Re: Music Modifier codes
PostPosted: Wed Jun 06, 2012 8:36 am 
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Bust A Move (Puzzle Bobble)

Main Menu Music Modifier
8FA3A301
8FA39E??

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 Post subject: Re: Music Modifier codes
PostPosted: Sat Jun 09, 2012 5:27 pm 
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Bubsy II
Warning: The track muting code is dynamic in terms of the address! It depends on what song you want to play.
Title Screen Music Package Modifier
Song 1 ~ C2BD9Bxx
Song 2 ~ C2BD9Dxx
Song 3 ~ C2BD9Fxx
Song 4 ~ C2BDA1xx
Song 5 ~ C2BDA3xx
Song 6 ~ C2BDA5xx
Song 7 ~ C2BDA7xx
Song 8 ~ C2BDA9xx
The range is 01-2E. 28 is a duplicate of 27. Go out of range and you'll be playing 2C again and again.
Title Screen Sub-Tune Modifier
C0A354xx
This is directly linked to what songs you loaded... minus 01. So think of this as an index to an array.
Song-Specific Track Muting
C22yy3xx
C22yy4xx
yy is defined as 0F + your intended music ID. AKA... if you play music ID number 12, the two codes would be C22213xx and C22214xx. This is required for 1B-1D since they don't play by default.
This is a 16-bit binary value converted to hexadecimal. The following song IDs do have additional variations (they're not FF FF, but the ones in parentheses are pretty much identical to FF to my knowledge)...
08 ~ 0F 00, 39 00, 38 04, (38 0C)
09 ~ 03 04, 23 04, 2B 04, (3B 04)
0A ~ 07 00, 27 00, 2F 00, (3F 00)
0B ~ 07 1C, 1F 1C, (3F 1C)
10 ~ 0F 00, 33 00, 23 0C, 03 F0 (FF FF not supported)
11 ~ 3F 00, 3F 04, 3F 0C, (3F 1C)
12 ~ 3C 04, 3D 04, 3F 0C, (3F 7C) (this track is identical to 04, byte by byte, with the exception that this has a list of mutable tracks)
13 ~ 30 04, 33 05, 33 78, 1F 60 (none of these are identical to FF FF, which is supported)
14 ~ 07 00, 3A 38, 3A 0C, 33 68 (none of these are identical to FF FF, which is supported)
15 ~ 3F 04, 1F 0C, 1D 30, 3F 74 (none of these are identical to FF FF, which is supported)
16 ~ 26 00, 27 00, 17 00, 1F 00 (FF FF not supported) (You have to add 17, 18, and 19 on the array in order to support all of the samples... the others are probably the same case)
17 ~ 13 04, 1B 04, 1F 04, (3F 04)
18 ~ 3E 08, 3E 1C, 3E 7C, (3F 7C)
19 ~ 3E 08, (3E 1C), (3E 7C), (3F 7C) (3E 1C and 3E 7C are identical to 3E 08)
1A ~ 32 00
1E ~ 50 00
1F ~ 12 00, 16 00, 17 00, (1F 00) (hmm... sounds identical to 06, but there are differences in bytes)
20 ~ 38 04, 39 04, 3B 04, (3F 04)
21 ~ 3A 14, 3B 14, 3D 1C (none of these are identical to FF FF, which is supported)
22 ~ 3B 0C, 3F 0C, (3F 1C)
23 ~ 1D 00, 03 00, 23 00, 2B 00 (FF FF not supported)
24 ~ 07 00, 0F 00, (1F 00)
25 ~ 33 00, 37 00, (3F 00)
26 ~ 1C 00, 1B 00, 1D 00, (1F 00)
2E ~ 32 00

Populous 2 (European Version)
Music Modifier
Bank
9E80AEA9
9E80AFxx
Sub-Tune
9E8210A9
9E8211xx
Bank 01 supports sub-tunes 01-03.
Bank 03 supports sub-tunes 01-02.
The rest only support 01 for a sub-tune ID.
The game crashes after bank 0A.

Populous 2 (Japanese Version)
Music Modifier
A680AEA9
A680AFxx
Sub-Tune
A68210A9
A68211xx
It is missing banks 09 and 0A, crashing after bank 08.

Super Mahjong Taikai
Title Screen Music Modifier
Bank ~ 808167xx
Sub-Tune ~ 8081F5xx
Add 80 to the sub-tune to play a looping tune. Otherwise, it will play a non-looping tune.
The banks support these values...
Bank 2E - 01-19, 81-99
Bank 3E - 01-20, 81-A0
The music is glitched if you go out of range.

From TV Animation Slam Dunk
Title Screen Music Modifier
828EFDxx
The range is 01-14. There is no more music after 14. The values wrap after 3F, but they don't do it again past 7F.

Kishin Douji Zenki - Tenchi Meidou
Opening Music Modifier
C2EC66xx
The range is 01-13. The sound crashes after 13.

Fireteam Rogue (Later Alpha)
The level modifiers are for properly hearing the more inaccessible pieces of music die to the segmented nature of the music.
Title Screen Music Modifier
9DB91Dxx
You must use values divisible by 03. The range is 0C-CF. Out of range is silence.
Watermurk Music Modifier
82962CE3
82962D98
82963E01
82963F99
8298E3xx
Level Modifier for Aja Dae
7E0CE6xx
7E0CE7xx
You must use values divisible by 04. These are two-byte values: 7E0CE7xx is there if you go over 00FC. Her levels are located at 0000-0040, 0048-0064. Boss tune plays at 0064. 0044 is no good, and it crashes the game. Warning: There is no warranty on your character's starting position... it can be placed inside a wall! However, you can play levels your character are not supposed to be in... just don't go over 01B8, or else you'll crash the game.
Level Modifier for Broc
7E0CE8xx
7E0CE9xx
You must use values divisible by 04. These are two-byte values: 7E0CE9xx is there if you go over FC.
His levels are located at 0068-006C, 007C-00B4, 01B0. 0070-0078 are duplicates. Boss tune plays at 0098. Warning: There is no warranty on your character's starting position... it can be placed inside a wall! However, you can play levels your character are not supposed to be in... just don't go over 01B8, or else you'll crash the game.
Level Modifier for Chance
7E0CEAxx
7E0CEBxx
You must use values divisible by 04. These are two-byte values: 7E0CEBxx is there if you go over FC.
His levels are at 0120-0128, 0130-0144, 014C-015C, 0164-0170 in Terrak Xüm and 0160, 0174-01AC in Watermurk. 012C, 0148 are duplicates. The boss tune plays at 0154, 0160, 0170 (the final boss), 01AC. Warning: There is no warranty on your character's starting position... it can be placed inside a wall! However, you can play levels your character are not supposed to be in... just don't go over 01B8, or else you'll crash the game.
Level modifier for Shadowblade
7E0CECxx
7E0CEDxx
His levels are at 00B8-011C, 01B4-01B8. Boss tune plays at 00D4. Warning: There is no warranty on your character's starting position... it can be placed inside a wall! However, you can play levels your character are not supposed to be in... just don't go over 01B8, or else you'll crash the game.

Fireteam Rogue (Early Alpha)
Title Screen Music Modifier
86B502xx
You must use values divisible by 03. The range is 10-CC. There is no more music after CC.
Temple of the Eye Music Modifier
848F2A32
848F2B91
848F3C2A
848F3D97
849132xx
Title Screen Music Modifier (Safe-cracking version)
80D034xx
80D035xx
80D036xx
Temple of the Eye Music Modifier (Safe-cracking version)
80D038xx
80D039xx
80D03Axx
This is the only way to find the seven hidden gems... though only three are good.
34 D4 80
CC D7 80 (One of the bad segments)
7F E3 80
FB E7 80
CE EA 80 (This one came out first-note sticking... but the data seems OK. My guess is bad code.)
81 EB 80 (Silence.)
32 FC 80 (Glitched.)
Would anyone like to know how these managed to slip in there in the first place? They're probably leftover data! Yeouch.

M.A.C.S. Basic Rifle Simulator
Main Menu Selection Music and SFX Modifier
Command
809357xx
Music/SFX
809354xx
It is required that (at least in SNES9X) you set the gun to the Justifier. Otherwise, the game will fly straight to the shootout. Now, press a button that is not the Start button, and just simply use the D-Pad to trigger the SFX.
Set the command ID to 04 to play SFX. Set the command ID to 06 to play music.
The range for the SFX is 00-0F. The sound is glitched after 0F.
The music only supports 00, and there is no more music after 00.

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Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

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 Post subject: Re: Music Modifier codes
PostPosted: Sat Jun 16, 2012 9:19 pm 
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KFF, can you take a look at Illusion of Gaia? I asked Revenant a while back, but he couldn't figure it out. I'm curious because there's an unused "song" item, and I'd like to know if there's an accompanying unused jingle (there are three other song items, each with a unique jingle when you play them... but this unused song item doesn't seem to be *usable* anywhere). I'm honestly not *expecting* one since it seems like it's an alternate (early?) version of the Melody of the Wind, but you never know...

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 Post subject: Re: Music Modifier codes
PostPosted: Sat Jun 16, 2012 9:46 pm 
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IIRC Illusion of Gaia used hardcoded music pointers so it would require tracking down all the possible pointer values. I don't recall spending a lot of time looking at it though, so I could be wrong; I'd check again but I'm preoccupied with SMT1's debug crap and I don't remember if I even have the ROM on my computer right now anyway :P


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 Post subject: Re: Music Modifier codes
PostPosted: Sun Jun 17, 2012 10:23 am 
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Confirmed. Safe-cracking is required. Not to mention this particular game uses indirects... making it that much more tricky. Thankfully, I got a few tricks up my sleeve... I used the Japanese version to get the music modifier, and I did a little bit of header detection magic to get as many as I could find to my knowledge. I found thirty of them, three with no music, which gives you twenty seven pieces of music. I did find one new track, though I don't think it sounds like the unused "song" item...

Gaia Gensouki (Japanese version of Illusion of Gaia)
Title Screen Music Modifier
CDAF13xx
CDAF14xx
CDAF15xx
Safe-cracking required. The list of valid values are...
76 5E CC
CA 4B D1
2E 1C D2
F8 4C D2
C5 58 D2
D2 2D D3
26 3C D4
92 6C D4
00 00 D5
AA 1B D5
00 37 D5
00 00 D6
AE 37 D6
23 6E D7 (no music... valid, but no music)
00 00 D7
AA 91 D7
A6 B3 D7
43 C4 D7
B4 32 D9
CD A3 D9
19 1F DB
48 0C DC
A9 17 DD
5C 12 DE
43 19 DE
BF 64 DE
7F 26 DF
5E 27 DF
5D 66 DF (no music... valid, but no music)
0B 68 DF (no music... valid, but no music)

_________________
Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

SPC Set Progress Log


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 Post subject: Re: Music Modifier codes
PostPosted: Fri Jun 22, 2012 6:12 pm 
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Terranigma
7F30D4xx - intro

Macross: Scrambled Valkyrie
828221xx - intro (values start at 03)

Shinseiki Odesselya
018119xx - title (starts at 00, even numbers only)

Dark Half
C064E6xx - intro


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