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 Post subject: Re: Music Modifier codes
PostPosted: Sun Feb 03, 2013 1:56 pm 
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KungFuFurby wrote:
Way ahead of you. :D I just recently wrapped up tagging with that after identifying the last three tracks. I even gave six of them official OST names! The other two did not appear to be in the OST. Here you go: viewtopic.php?f=26&t=1168


Awesome, can't wait for site update.

I've been doing some preliminary work for console music history, and I managed to compile a (hopefully) complete list of SNES games without any dump available.

Uploaded here: http://pastebin.com/iHfaMxPA

Hopefully will be of use to anyone looking for new games to tackle. :)


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 Post subject: Re: Music Modifier codes
PostPosted: Sun Feb 03, 2013 2:28 pm 
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Quote:
Awesome, can't wait for site update.


...wow, I *have* been slacking off. Heh. Well, I guess I'll be getting to an update soon, then.

Quote:


Couple things...

Already on the site, as far as I know:
Columns
Nintendo Power Menu Program
Jeopardy! - Deluxe Edition (I believe KFF said all Jeopardy games use the same music)
Jeopardy! - Sports Edition (Ditto)
Sangokushi Seishi - Tenbu Spirits (to be added next update, heh)
Speedy Gonzales - Los Gatos Bandidos
Wheel of Fortune (I believe KFF said that all the Wheel of Fortune games use the same music)
Wing Commander - The Secret Missions (Lumped in with Wing Commander, since Secret Missions used only a few new or remixed songs.)

Cheap de Gorgeous Vol. 1
Columbus no Tamagoyaki - Dai-1-kai
Dandan Belt Conveyor - Gyuunyuu no Maki
Dandan Belt Conveyor - Ukulele no Maki
Gal Kan Bazooka - Dai-5-kan
Gekkan Coin Toss - Deck 1
Sousa Sentai Wappers - Soushuuhen
(nenson submitted a bunch of Satellaview SPC sets in the past)

Problematic in SNESAmp, and so can't be added to the site (unless said plugin is updated... somehow...):
Clay Fighter 2 - Judgment Clay
We're Back! - A Dinosaur's Story

Undumpable:
Mr. Bloopy - Saves the World

If I'm wrong on any of that (e.g. the games I listed as being on the site are something else and have different music), feel free to correct me.

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 Post subject: Re: Music Modifier codes
PostPosted: Mon Feb 04, 2013 12:17 pm 
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Correct. All editions of Jeopardy share the same music, and all editions of Wheel of Fortune share the same music. Wing Commander - The Secret Missions was determined by Revenant to have almost identical music to the original, although I added on one track that I noticed was not on there (it had different instrumentation).

I actually attempted to do a lookup for more music for Nintendo Power Menu Program. It failed, because there was no more music in there. However, I did find some sound effects.

Clay Fighter 2 - Judgment Clay and We're Back! - A Dinosaur's Story are all ready, but they don't work on SNESAmp (The entire soundtrack for We're Back! - A Dinosaur's Story was not dumped by me minus a couple of sound effects, but the dumps were all good.). I was also the main dumper for two other SPC sets that are problematic on SNESAmp. One of them is even problematic on my SPC players (Good thing I have older versions of these applications! Actually, it's Audio Overload that runs it fine, but only on older versions.). The big bad problematic one is Shin Togenkyo. The other one is Mickey's Playtown Adventure.

With the exception of Shin Togenkyo (which to me uses a custom one-of-a-kind sound driver, all of the games in question use a SMSG sound driver. The ROM text alone will not solve this problem, as Bill Walsh College Football has the exact same ROM text for the sound driver as Mickey's Playtown Adventure. My instincts say it probably has to do with a type of instrument used by the sound driver that is going horribly wrong on SNESAmp... something is happening that is causing the channel to fail to be freed up on SNESAmp. For two of them, it sounds like these games are predominantly concentrating on the samples themselves ending (and thus may be reading a register that is not emulated correctly via SNESAmp). Something tells me the way the samples end might be causing the fault. What makes this especially interesting is that only two composers are affected by said bug: Russell Lieblich and Ken Allen. Ken Allen got away with Warpspeed because it did not use a Visual Concepts sound driver.

I am concerned with a couple of games that have music by either one of these two composers because they might be problematic on SNESAmp:
- NHL '95 (Credits Russell Lieblich and Rob Hubbard for music and sound. Dieter Ruehle is credited for organ music. The SMSG version is 3.07w, produced 8/17/1994.)
- Star Trek ~ Starfleet Academy Starship Bridge Simulator (Credits Ken Allen under Sound Effects and music. The SMSG version is 3.09i, produced 4/22/1994.)

The three problematic Visual Concepts games, for comparison:
- ClayFighter 2 (Credits Ken Allen and Gregory R. Allen. The SMSG version is 3.12, produced 8/16/1994.)
- Mickey's Playtown Adventure (Credits Russell Lieblich AKA Leiblich Sound Design for sound and music. The version is 2.8, produced 10/15/93.)
- We're Back! A Dinosaur's Adventure (Credits Russell Lieblich for Music and Sound. The version is 2.8 WIP, produced 5/30/93.)

As for Shin Togenkyo, based on the fact that it horribly glitches on my later players, my best guess is that an opcode is read incorrectly. Since I heard it also fails on SNESAmp, a lookup of the source code is my best bet at directly hacking it to play on my SPC player. Perhaps if I can hack it to play on mine, maybe it'll also fix the bug on SNESAmp... maybe...

Mr. Bloopy - Saves the World is undumpable because I found out that the game used a pointer that went in time with the music. That's always bad news for me because that means the music data is most likely streamed.

_________________
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: Fri Feb 08, 2013 11:17 am 
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Here are the ones that I haven't put here yet (as well as some extras).

Zan II Spirits
Music Modifier
Music
808114A9
808115xx
Loop Switch
8080C6xx
8080D7xx
The range for the music is 00-11. The game crashes after 11.
Please match both numbers in the loop switch for guaranteed results. Set to 02 to play a non-looping tune, or set to 03 to play a looping tune.

Finalset Tennis
Restore Sub-Tunes 0A-0C via Banks 0A-0D
80FAE51C
80FAE71A
80FAECCE
80FAED19
80FAEE5A
80FAEFA4
80FAF006
80FAF14C
80FAF2A6
80FAF30D
80FAF59D
80FAF6FC
80FAF8CC
80FAF91B
80FB010B
80FB0372
80FB04FE

Now banks 0A-0D support sub-tunes 0A-0C. None of them are used, most likely due to a case of bad pointers. I know sub-tune 09 made it OK the first go round when I made a music modifier since it was paired with sub-tune 0D.

Universal Soldier
Restore Sub-tune 0E
80CA51EE
80CA5282
80CA5306
Most games erase songs when the pointers are zeroed out, but this one somehow survived.

Asahi Shinbun Rensai - Katou Ichi-Ni-San Shougi - Shingiryuu
Title Screen Music Modifier
80C22Axx
The range is 00-0C. The game crashes after 0C.

Bing Bing Bingo
Title Screen Music Modifier
The range is 01-06, 08-13. 07 has no music. There is no more music after 13.

Bonkers
Capcom Logo Music Modifier
Bank
84C7C1xx
Sub-tune
84C7CBxx
Each bank supports sub-tunes 02-06. 04 is the one that gets modified for each bank. The range for the banks is 00-16 (there are some duplicates). 17-18 are simply bank 00. 19 crashes the game after playing nothing. 1A-24 all play bank 00. 25 crashes the game. 26-27 once again play bank 00. 28 plays a different bank, but it's not unique. 29-2A play bank 00. The game once again crashes at 2B. 2C-2D play 00, and the game crashes again at 2E. 2F-30 play bank 00, 31 crashes the game, 32 is more of the same (bank 00), 33 crashes the game... it goes on and on. Don't try the values above 16, because they're unsupported, and not unique. Tempo variations are not supported by the music modifier.

BreakThru!
Title Screen Music Modifier
81CB70xx
The range is 00-09. The sound effects occur after 09.

Cosmo Gang the Puzzle
Music Modifier
7E002Exx
The range is 01-0C. There is no more music after 0C.

Zan III Spirits
Although I could have gone earlier, the code below is for the SPC dumper's convienience, as this game loads samples late and thus requires a data implant.
Main Menu Music Modifier
808300xx
The range is 02-16. The game crashes after 16.

_________________
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 Feb 09, 2013 1:41 am 
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KungFuFurby wrote:
Zan II Spirits


Speaking of Zan games, do you have a staff roll PAR code for those two as well? Would be greatly appreciated.

I uploaded newer version of missing games with the corrections you pointed out: http://pastebin.com/M3ffeKez


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 Post subject: Re: Music Modifier codes
PostPosted: Sat Feb 09, 2013 1:46 pm 
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Clay Fighter - Tournament Edition is not undumpable: it's just that you were trying to get some bonuses. Actually, on some of the games with a Visual Concepts sound driver, I actually managed to dump the streaming samples because my music/SFX modifier directly accessed them (NBA Live '97 and NBA Live '98 both have streaming samples that I got away with, and I also dumped the opening organ samples from NHL '98 that were also streaming). It is only for the Visual Concepts games, though.

We're Back! - A Dinosaur's Story and Clayfighter 2 are not undumpable, they're just simply problematic on SNESAmp.

I have not hacked into the endings for either Zan II Spirits or Zan III Spirits.

And now we return you to your regularly scheduled music modifier codes:

NTT JRA PAT
Music Modifier
7E1008xx
The range is 01-02, 04, 06, 08, 0A. Any value before 20 that is not in range, except for 00, plays a test track instead. There is no more music after 20.

Warlock
Title Screen Music Modifier
84F8C9xx
The range is 04-20. 00 plays nothing. 01-02 crash the game. 03 plays a piece of SFX. There is no more music after 20.

_________________
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 01, 2013 8:31 pm 
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Ninja Gaiden Trilogy. :V

Kirby's Dream Course

Main Menu Music Modifier
81ED49??

Kirby Bowl

Main Menu Music Modifier
88D101??

7E - none
80 - Epilogue
82 - Title
83 - Opening demo
84 - High scores
85 - Yamayama (course 2/7b)
86 - Ishikawa (course 1b)
87 - Damedame (course 5b)
88 - Sawayaka (course 6)
89 - Nigiyaka (course 5a/7a)
8A - Normal (course 1a/3)
8B - White (course 8)
8C - Saigo (last hole)
8D - Yumeyume (course 4)
8F - Continue?
92 - Final score
93 - 2P course select
94 - Eyecatch (Course Introduction)
95 - Main menu
96 - 1P course select
97 - Scorecard
9A - Demo play
9B - Dedede 1
9C - Dedede 2
9F - Game over

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 Post subject: Re: Music Modifier codes
PostPosted: Wed Jul 31, 2013 11:38 am 
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Jurassic Park 2
I actually just perfected this: Originally, I had the music modifier take place elsewhere, and I did not have a bank location or volume modifier. Reynard requested a music modifier for this one.
Ocean Logo Music Modifier
A381ADxx (Bank)
A38186xx (Bank Location)
A99A12xx (Sub-tune)
A99A1Exx (Volume)

The range for the banks is 01-0C. The game crashes after 0C.

Set the bank location to 20 when using bank 03, 90 when using bank 06, and 80 when using all other banks.

The default volume for bank 03 is 60.
The rest of the banks seem to take a default volume of 70.

Bank 01 supports sub-tunes 00 and 1F.
Bank 07 supports sub-tunes 00 and 1A.
Bank 09 supports sub-tunes 00 and 02.

Out of This World
Title Screen Music Modifier
Music ~ 80D990xx
Sample Pack ~ 80D462xx
The range for the music is 00-01, 03-05, 07, 09-0C, 0E. 02, 06, 08 are duplicates of 00. 0D is a duplicate of 0C. There is no more music after 0E.
Music IDs 00-08 and 0C-0E use sample pack 00.
Music IDs 09-0A use sample pack 01.
Music ID 0B uses sample pack 02.

King Arthur and the Knights of Justice
Well, what can you say? I went for it anyways, and I found absolutely nothing new. Ah well, it was worth a shot.
Music Modifier
7E0F5Axx
80F1B0A9
80F1B1xx
Set 7E0F5Axx to the desired value, then add 01 and put that in 80F1B1xx.
The range for 7E0F5Axx is 00-0E. The game crashes after 0E.

Mystery Circle
Title Screen Music Modifier
8081EDxx
The range is 01-0C. There is no more music after 0C.

Ken Griffey Jr. Presents Major League Baseball
Title Screen Music Modifier
80F4D3xx
The value must be divisible by 02.
The range is 54-5C. 42-52 has no music. The game crashes before 42 and after 5C.
Nintendo Logo SFX Modifier
83DC76xx
For safety reasons, the value must be divisible by 02. Otherwise I suspect the SFX might go wrong.
I haven't fully invented a range for the SFX yet. Part of the reason is that the SFX is not fully loaded at this point to my knowledge, and I seem to have not yet gone deep enough into the Software Creation sound driver games.
The organ fanfares can be found at 1E-24.

Monopoly (Japanese version)
Music Modifier
81897FA9
818980xx
81898100
81898280
81898305
The range is 00-0C. There is no more music after 0C.

Monopoly 2
Title Screen Music Modifier
Bank ~ 868182xx
Music/SFX ~ 8681EAxx
Music/SFX ID should be divisible by 02.
Here are the ranges for each bank...

Bank 00
----------
Music: 0E-12
SFX: 02-0C

Bank 01
----------
Music: 0C, 10-12, 18-1E
SFX: 02-0A, 0E, 14-16

Banks 02-04
----------
Music: 0E-10, 40-42
SFX: 02-0C, 12-3E, 44-48

Bank 05
----------
Music: 0C, 18
SFX: 02-0A, 0E, 14-16, 1A-22

Bank 06
----------
Music: 0C, 18
SFX: 02-0A, 0E, 14-16, 1A-24

Bank 07
----------
Music: 0C, 18
SFX: 02-0A, 0E, 14-16, 1A-26

Bank 08
----------
Music: 02-04
SFX: N/A

The game crashes after bank 08.

Super Ninja Kun
Title Screen Music Modifier
Bank ~ 81CF03xx
Sub-Tune ~ 81D571xx
The bank IDs shown are clustered together by music pack, followed by their range.
Banks 01, 03-04, 06-08, 0C-0D ~ 01-02 (with 03 being valid, but playing no music)
Banks 02, 0E, 10, 13 ~ 01-02
Banks 05, 0A-0B, 0F, 14, 16 ~ No music (01-03 are valid, but they all play no music)
Banks 09, 29 ~ 01 only
Banks 15, 35 ~ 01 only
Banks 17, 25, 2E-30, 33-34, 37 ~ 01-03
Bank 21 ~ 01-02
Banks 22, 36 ~ 01-02
Bank 23 ~ 01-02
Bank 24 ~ 01 only
Bank 26 ~ 01-02
Bank 27 ~ 01-02
Bank 28 ~ 01-02
Banks 2A-2B ~ 01 only
Bank 2C ~ 01 only
Banks 11-12 and 31-32 don't even bother with loading the music.
I would stay away from banks 10 and 30 because both don't deal with loading SFX.
Banks 00, 18-20 and 38-3F are invalid IDs and load nothing (and thus can eventually crash the game).
The game crashes after bank 3F.

Onita Atsushi FMW
Opening Music and SFX Modifier
818022xx
81802660
The range is 01-77. The game crashes after 77.
Here's a breakdown of what values play what roughly:
Music: 01-0E, 10-17, 64, 6B, 76
SFX: 18-19, 23-26, 28-2C, 37-44, 61-63, 65, 68-6A, 6C, 6E-74
Voice: 1A, 1D-22, 2D-2E, 33-35, 45-46, 48-4E, 51, 53-55, 57-60, 67, 6D, 75, 77
0F, 1B-1C, 27, 2F-32, 36, 47, 4F-50, 52, 56, and 66 play nothing.

Ardy Lightfoot
Note: this is for the Japanese version.
Music Modifier
Music ~
9A8287A9
9A8288xx
9A828A80
Sample Pack ~
9A80CBA9
9A80CCxx
8A82CE80
From 00-4A, the two values must match. 4B-57 cannot be done this way, or else the game crashes.
The range is 00-08, 0B, 0D-12, 18, 1A-1F, 32, 3D, 4B-4D, 50-53, 55. 20, 28 and 2A are duplicates of 00. 0A, 0C, 22, 2B are duplicates of 05. 57 is a duplicate of 07. 09 is a duplicate of 08. 15-17 are duplicates of 0F. 13 is a duplicate of 11. 14 is a duplicate of 12. 19, 4F are duplicates of 18. 54 is a duplicate of 1B. 24, 3C, 3E-4A are duplicates of 1C. 21, 23, 25-27 are duplicates of 1D. 33-36, 38-3B are duplicates of 1E. 29, 2C-31 are duplicates of 1F. 37 is a duplicate of 32. 4E is a duplicate of 3D. I think 56 plays nothing... 58 plays nothing, and the game crashes after 58.
For all values from 4B and up not already mentioned as duplicates musically...
4B-4C take sample pack 03.
4D takes sample pack 08.
50-53, 55 take sample pack 10.

Captain America and the Avengers
Music Modifier
(Music)
80B5AAF4
80B5AB00
80B5ACxx
80B5ADEA
(Sample Pack)
7E0417xx
The music modifier works outside of actually playing the game (as in Main Menu and cutscenes).
The range for the music is 03-12.
The range for the sample packs is 13-17. The game crashes after 17.
Music IDs 03-04 take sample pack 14.
Music IDs 07 and 0C takes sample pack 17.
Music IDs 05-06, 08-0B, 0D-12 are wild cards (they take any sample pack).

Earthworm Jim
I reverse-engineered Revenant's music modifier (I got curious and wanted to see if I could go into more detail, as sometimes I find out that the original music modifier does not cover all) and tried to score big by potentially finding some hidden content. Well... the attempt was a bust because I didn't really find anything hidden, with the exception of one bank that was not referred to. However, I did discover that there are missing values. Main problem with these missing values is that the corresponding leftover data doesn't appear to exist.
Music and SFX Modifier
(Bank)
C08164A9
C08165xx
C08166xx
C08167EA
(Music/SFX)
C0815FA9
C08160xx
C0816100
C08162EA
Note that the bank is a two byte parameter. It technically requires safe-cracking. Thus, the list of valid values are...

Bank 00 00
-------
Technically not valid because it doesn't really handle samples. Every single other bank covers this bank, actually.

Bank 14 00
-----------
Music: 01
SFX: 14-25, 32-39

Bank B4 00
-----------
Music: 01
SFX: 14-25, 3A-3D

Bank 22 01
-----------
Music: 01
SFX: 14-25, 3E-43

Bank A2 01
-----------
Music: 01 (Heh... that makes this a sample pack variation.)
SFX: 14-25
Voice: 7D

Bank 04 02
-----------
Music: 06
SFX: 14-25, 6E-74, 8B

Bank 72 02 (duplicate of bank 04 02)
-----------
Music: 06
SFX: 14-25, 6E-74, 8B

Bank E0 02
-----------
Music: 06
SFX: 14-25, 75-7A, 8C-8D

Bank 4E 03
-----------
Music: 03
SFX: 14-25, 45-49

Bank C8 03
-----------
Music: 00
SFX: 14-25, 4A-51, 8E-91

Bank 66 04
-----------
Music: 04
SFX: 14-25, 52-53, 92-93

Bank E0 04
-----------
Music: 83
SFX: 14-25

Bank 24 05
-----------
Music: 05
SFX: 14-25, 54-59

Bank AA 05
-----------
Music: 05
SFX: 14-25, 5A-5C

Bank 2A 06 (duplicate of bank 24 05)
-----------
Music: 05
SFX: 14-25, 54-59

Bank B0 06 (not covered by the usual music modifier)
-----------
Music: 05
SFX: 14-25, 5A-5C, 95-99

Bank 42 07
-----------
Music: 01
SFX: 14-25, 5D-62

Bank C8 07
-----------
Music: 02
SFX: 14-25, 64-68

Bank 24 08
-----------
Music: 07
SFX: 14-25, 6A-6D

Bank 62 08
-----------
Music: 84
SFX: 14-25

Bank 9A 08
-----------
Music: 85
SFX: 14-25, 87

Bank BA 08
-----------
Music: N/A
SFX: 14-25, 7E

Bank CE 08
-----------
Music: 81-82
SFX: 14-25, 9A-9E

Bank 12 09
-----------
Music: A6
SFX: 14-25, A7-A8

Monster Maker Kids
Still a WIP. I don't have the SFX portion, which contains at least one missing jingle not covered here.
Music Modifier
8293FFA9
829400xx
829401EA
82940300 (if you want to listen to tune ID 00)
The range is 00-19. 1A-26 are just simply tunes playing at a different point (I could be wrong, but they definitely don't appear to do sample pack switching). The game crashes after 26.

Gon
Title Screen Music/SFX Modifier
(Bank)
80A1AC22
80A1AD00
80A1AEFF
80A1AF80
80A1B080
80A1B101

80FF00A9
80FF01xx
80FF0200
80FF0322
80FF04E3
80FF059D
80FF0681
Repeat this set with incrementing addresses (you may only modify the second byte for each additional bank you load, which is the desired ID) until you're done with the last bank call, and then use 80FFyy6B to conclude the set, yy being the number of bytes you moved forward.

(Music/SFX)
80A1B4xx

Here are the list of banks, along with specifications for each bank that may need additional banks (the key reason is that there might be missing samples if these were just loaded one at a time)

Bank 00 (requires bank 01 to be loaded)
-------------------------
Music ~ 01-06
SFX ~ N/A
The unknown song is 05.
(Range is 01-06)

Bank 01
-------------------------
Music ~ 1B
SFX ~ 10-1A, 1C-4F

Bank 02
-------------------------
Music ~ 01 only
SFX ~ N/A

Bank 03 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-5D

Bank 04 (requires bank 01 to be loaded)
-------------------------
Music ~ 63
SFX ~ 50-62

Bank 05 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-5A

Bank 06 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-5F

Bank 07 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-61

Bank 08 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-5F

Bank 09 (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-58

Bank 0A (requires bank 01 to be loaded)
-------------------------
Music ~ 01-02
SFX ~ N/A

Bank 0B (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-55; 54 is a duplicate of 53

Bank 0C (requires bank 01 to be loaded)
-------------------------
Music ~ N/A
SFX ~ 50-52

Bank 0D
-------------------------
Music ~ N/A
SFX ~ 70 only

Bank 0E
-------------------------
Music ~ 01 only
SFX ~ N/A

The game crashes if you're out of range on both music/SFX IDs and banks.

Super Aquatic Games Starring The Aquabats/James Pond's Crazy Sports
Music Modifier
7E91F2xx
This music modifier is really only safe for the title screen. That's because I'm really just fooling around with a queue item.
The range is 00-05. 06-1D, 1F-2C play SFX. 1E plays nothing. The sound is glitched after 2C.

Houkago in Beppin Jogakuin
Title Screen Music Modifier
80CB30xx
The range is 00-0A. 0B-15 sound like wrong sample duplicates at a different starting point. The game crashes after 15.
Main Menu Music Modifier
80CB49xx

The Main Menu music modifier (which was actually taken from http://www.kurohane.net/spc/cheatdump.html ) is the recommended one, because the one at the Title Screen has a song reset problem.

Tin Star
Title Screen Music Modifier
Sample Pack ~ 80BB4Axx
Music ~ 80BB51xx
First thing's first: both of these values must be divisible by 02. Now then...
The game crashes before 44.
44-46 have no real association with the music and thus are not recommended.
Sample pack 48 supports 4C.
Sample pack 4A supports 4E-60.
The game crashes after 60.

Frantic Flea
Yes, I'm aware I did this before. The previous code ruined the game. This one doesn't... but it does come with some fine print.
Title Screen Music Modifier (non-game crashing version)
82816Dxx
82816Exx
This requires safe-cracking. The list of valid values are...
37 82
D0 82
5F 83 (duplicate of D0 82)
E4 83
DD 86
36 8D (duplicate of DD 86)
9F 9A
79 A3 (duplicate of 9F 9A)
89 AC (duplicate of 9F 9A)
66 B0
27 B5 (duplicate of 66 B0)
BB B9 (duplicate of 66 B0)
AA BD
C5 C1 (duplicate of BD AA)
0B C6 (duplicate of BD AA)
0B CA
0C D3 (duplicate of 0B CA)
85 DA (duplicate of 0B CA)
7A DE
C8 E9 (duplicate of 7A DE)
D5 FA (duplicate of 7A DE)

Mary Shelley's Frankenstein
Opening Music Modifier
808091xx
The range is 01-09, 0B-0D. 0A is a duplicate of 04. 0E is a duplicate of 0C. 0F is a duplicate of 0D. The game crashes after 0F.
Music ID 0A Restoration Code
87994F4B
87995021
80F51600
80F51780
80F51AF3
80F51B07
879981B1
87998220
80F6CF07
Music ID 0E Restoration Code
8799571D
87995823
80F53EA9
80F53F97
80F54233
80F54304
87999193
87999222
Music ID 0F Restoration Code
879959B0
87995A26
80F548B8
80F549AC
80F54C87
80F54D02
8799955E
87999626
80F70A08
80F70D08
80F70E06
80F70F03
80F71002
80F71109
80F71201
80F71300
80F91700
80F918FC
80FC00C2
80FC0130
80FC0229
80FC03FF
80FC0400
80FC05A8
80FC06E2
80FC0720
80FC08A9
80FC0961
80FC0A8D
80FC0B42
80FC0C21
80FC0D4C
80FC0E1B
80FC0FF7

Music ID 0F has more codes than the others because the sample pack was too minimal and I had to relocate some code (this game does not do pointers as commonly as you might expect, sadly...) to pull this off.

Legend
Arcade Zone Logo Music Modifier
(Music)
809520xx
809521xx
809525xx
(Sample Pack)
809508xx
809509xx
809510xx
809511xx
809518xx
809519xx
(Playback)
Loop count ~ 8095F4xx
Fade-in Parameter ~ 8095F7xx
Set the loop count to 80 for the song to loop essentially forever.
The song fades in if the fade-in parameter is 01.
You need safe-cracking for the music and sample pack. Here are the list of valid values...
(Sample pack 15 91 1E 91 27 91)
77 CF 9F
(Sample pack 39 90 60 90 AF 90)
78 CE 9F
D3 C9 9F
C2 FE 84
35 CC 9F
C1 CD 9F
F8 C6 9F
7E FF 9C
52 FE 9E
3B C8 9F
A7 CA 9F

Iron Commando
Arcade Zone Logo Music Modifier
(Music)
8081B5xx
8081B6xx
8081BAxx
(Sample Pack)
8081A0xx
8081A1xx
8081A7xx
8081A8xx
8081AExx
8081AFxx
(Playback)
Loop counter ~ 80828Axx
Fade-in ~ 80828Dxx
Set the loop count to 80 for the song to loop essentially forever.
The song fades in if the fade-in parameter is 01.
You need safe-cracking for the music and sample pack. Here are the list of valid values...
(Sample pack FC 81 05 82 0E 82)
87 E5 A6
(Sample pack 04 81 35 81 8E 81)
B7 F6 A5
B0 E8 A5
29 E6 A6
9A FF 95
2F EF A5
C7 E6 A6
0F ED A5
C2 FD A5
73 EB A5
C3 F4 A5
31 F2 A5
60 E4 A6
CF FB A4
64 FB A5
CD F8 A5

Opening Music Modifier
(Music)
8387E6xx
8387E7xx
8387EBxx
(Sample Pack)
8083BCxx
8083BDxx
8083C3xx
8083C4xx
8083CAxx
8083CBxx
(Playback)
Loop count ~ 838804xx
Fade-In ~ 838807xx
WARNING: The sample pack is only switched once, not multiple times!

Nightmare Busters
Title Screen Music Modifier
(Music ~ Sub-Tune 00)
828A5Cxx
828A5Dxx
828A5Exx
(Music ~ Sub-Tune 01)
828A62xx
828A63xx
828A64xx
(Sample Pack)
828A51xx
828A52xx
828A53xx
828A54xx
828A55xx
828A56xx
(Playback)
Sub-tune ID ~ 82870Fxx
Loop Counter ~ 828710xx
Fade-in Parameter ~ 828711xx
Set the loop count to 80 for the song to loop essentially forever.
The song fades in if the fade-in parameter is 01.
You need safe-cracking for the music and sample pack. Here are the list of valid values...
(Sample Pack 98 8A AA 8A B7 8A)
E4 DD 9F
(Sample Pack C5 8A DC 8A FD 8A)
0D F3 9E
97 D6 9F
(Sample Pack 41 95 6C 95 A6 95)
05 DD 97
0C C2 9F
(Sample Pack A5 99 CB 99 00 9A)
BA BA 9D
0C C2 9F
C3 BF 9F
(Sample Pack E1 A8 0C A9 41 A9)
6F E4 96
0C C2 9F
(Sample Pack 5A BF 7B BF B0 BF)
46 CB 9B
B7 FE 97
0C C2 9F
(Sample Pack BA C6 E5 C6 24 C7)
80 D5 9C
BA BA 9D
0C C2 9F
(Sample Pack 23 D1 49 D1 7E D1)
A0 97 9D
0C C2 9F
(Sample Pack A2 DF C3 DF F3 DF)
00 B1 9F
0C C2 9F
(Sample Pack FA EA 2A EB 5F EB)
00 90 9D
BA BA 9D
0C C2 9F
(Sample Pack 22 F7 39 F7 46 F7)
35 FE 95
Main Menu Music Modifier
82889Dxx (Sub-Tune ID)
82889Exx (Loop Counter)
828711xx (Fade-In Parameter)
If you want to switch the sample pack and music, use the Title Screen music modifier.
The range for the sub-tune ID is 00-01. The music is glitched after 01.

NBA Hang Time
Title Screen Music Modifier
Bank ~ C60068xx
Sub-tune ~ C60075xx
Bank 00 only supports 00.
Bank 01 supports 00-04.
Going out of range in the sub-tunes produces SFX instead.

_________________
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: Thu Mar 31, 2016 8:56 pm 
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Posts: 443
Mario's Early Years - Fun With Letters.sfc
Only CPU instructions responsible for music playback are executed
C0C28980

Title Screen Music Modifier
C001C7??

Mario's Early Years - Preschool Fun.sfc
Only CPU instructions responsible for music playback are executed
C0C28980

Title Screen Music Modifier
C001C7??

Mario's Early Years - Fun With Numbers.sfc
Only CPU instructions responsible for music playback are executed
C0826F80

Title Screen Music Modifier
C01806??

Top Gear 2
Title Screen Music Modifier (bank 1)
9F8071??

Title Screen Music Modifier (bank 2)
ROM Address
9F8068??
9F8333??
04 - Race Over
Game Genie
D061-417A
D067-30EA

While this isn't technically a SNES music modifier code, it still is the same game and it amuses me.

Top Gear 2.bin (Sega Genesis/MegaDrive)

Title screen music modifier
0251EA:00??
01 - Title screen (Used)
02 - Canterbury Plains
03 - Ayers Rock
04 - Unused Jingle?
05 - Title Screen (Unused)
06 - Auckland

Play Unused Song at Title Screen
AZJT-EAHL

_________________
Contact me/chat: irc.crushandrun.net #cornerpocket. I do not dump SPCs (since 2014) anymore but I do occasional GBS rips, etc.

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