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 Post subject: Re: Music Modifier codes
PostPosted: Tue Jan 17, 2012 9:51 pm 
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Joined: Tue Oct 05, 2010 4:17 pm
Posts: 869
I'm back in action! So here goes nothing...

Snow White in Happily Ever After
Title Screen Music Modifier
84D7DCxx
You must use a value divisible by 04. The range is 00-4C. There is no more music after 4C.
Sound Test Music Modifier
848745A9
848746xx
The value no longer needs to be divisible by 04. This time, the range is 00-13. The music is glitched after 13.

Kidou Senshi Gundam F91 - Formula Senki 0122
Storyline Bank Modifier
80D864xx
This does not support the opening bank... see the next code for valid values.
Cutscene Music Modifier
80DFC9A9
80DFCAxx
Here's the range for each bank...
Opening Bank (not supported in bank modifier) ~ 01-03
Bank 17 ~ 01-0F, 11-12
Bank 4D ~ 01 only

Saikousoku Shikou Shougi Mahjong
Varie Logo Music Modifier
80B4FCxx
The range is 02-0D. There is no more music after 0D.

Humans
Opening Music Modifier
Bank
81CF71xx
81CF72xx
Sub-Tune
81CF7Cxx
The bank modifier requires safe-cracking. Here are the list of valid values along with their ranges:
Bank C6 01 ~ 01-04
Bank C8 01 ~ 01 only
Bank 20 02 ~ 01-03

Super Oozumou Netsusen Daiichiban
Title Screen Music Modifier
Bank ~ 819B41xx
Sub-Tune ~ 808908xx
Only 04 and 06 work for the bank. The game crashes on all other values. Here are the sub-tune ranges with the corresponding banks...
Bank 04 ~ 01-06. 04 does not work properly here... small hiccup in the timing.
Bank 06 ~ 02-05. 01 is not supported, though it works.

Championship Pool
Opening Music Modifier
808095xx
The range is 01-04. There is no more music after 04. You need an extra piece of code to access the bonus jingles.
Add-On to Opening Music Modifier ~ Access Bonus Fifth Bank
80809501
80B99760
80B998B7
80B99Axx
The range for the bonus fifth bank is 00-04, and you get silence after 04.

Captain Commando
Player Select Music Modifier
Bank
DFC53Bxx
DFC53Fxx
DFC543xx
Sub-Tune
DFC5A9xx
The bank modifier requires safe-cracking. Here's each bank with their ranges in the music and SFX...

Bank 3F 0A C5
-------------
Music: 01
SFX: N/A

Bank C2 0B C5
-------------
Music: 01
SFX: 02-5A

Bank 13 1E C5
-------------
Music: 01
SFX: 02-5A

Bank FD 2F C5
-------------
Music: 01
SFX: 02-5A

Bank C4 3E C5
-------------
Music: 01
SFX: 02-5A

Bank 1F 4E C5
-------------
Music: 01
SFX: 02-5A

Bank B6 57 C5
-------------
Music: 01
SFX: 02-5A

Bank 67 62 C5
-------------
Music: 01
SFX: 02-5A

Bank BE 74 C5
-------------
Music: 01
SFX: 02-5A

Bank A2 86 C5
-------------
Music: 01
SFX: 02-5A

Bank AC 98 C5
-------------
Music: 01
SFX: 02-5A

Bank 9D A7 C5
-------------
Music: 01
SFX: 02-5A

Bank E0 B0 C5
-------------
Music: 01
SFX: 02-5A

Bank 68 BD C5
-------------
Music: 01
SFX: 02-5A

Bank BC C6 C5
-------------
Music: 01
SFX: 02-5A

Bank 16 D3 C5
-------------
Music: 01
SFX: 02-5A

Bank 93 E3 C5
-------------
Music: 01-02
SFX: 03-04

Bank 64 E7 C5
-------------
Music: 01
SFX: 02-5A

Bank DB EF C5
-------------
Music: 01
SFX: N/A

Bank ED F0 C5
-------------
Music: 01
SFX: N/A

Bank 77 FB C5
-------------
Music: 01
SFX: N/A

Bank F8 FD C5
-------------
Music: 01
SFX: N/A

Bank 6A D5 C6
-------------
Music: 01
SFX: 02-5A

Bank EC E6 C6
-------------
Music: 01, 5B
SFX: 02-5A

Brutal - Paws of Fury
Music Modifier
7E1FEAxx
The range is 00-06. The game crashes after 06.

Dino Dini's Soccer
Music Modifier
7E01FEAxx
The range is 00-05. 06 is silence, and the game crashes after 06.

Maui Mallard in Cold Shadow
Music Modifier
7E1FEAxx
The first tunes has plenty of channels muted. I recommend you start the game in order to fully hear the desired piece of music. The range is 01-0B. The game crashes after 0B.

Stone Protectors
Music Modifier
7E1FEAxx
No tension/boss variations are covered here. The range is 00-1C. The game crashes after 1C.

Captain Tsubasa 5
Music Modifier
7E1F17xx
This takes effect after the opening. The range is 38, 3A, 3D-53, 55-6B. 39, 3B-3C, and 54 have no music. Going below 38 or above 6B results in no music at all and can crash the game. Tune 5B is only truly supported during the opening because it loads a sample late.

Mutant Chronicles - Doom Troopers
Music Modifier
7E0774xx
You must go past character selection first, or into the options. You may only use values divisible by 02. The range is 02-1C. 06, 0A, 12, 14, 16 are duplicates of their values minus 02. The game crashes after 1C.
Sub-Tune Modifier
828060xx
The music modifier must be set to 02 in order to set this to 01. Otherwise, keep it 00, as there's no other music to be found.

Frantic Flea
Title Screen Music Modifier
80D609xx
This is a case of sacrificing the game in exchange for playing any piece of music you want... ouch. It's only good for dumping SPCs, though. The game will not run properly with this running if not set to 00. However, you should be able to dump the SPCs correctly, even if they're a bit off in-game (usually in-game the tempo is off). Timing may be required because a glitched variation might play before the actual tune starts. You should use a value divisible by 02, as there are no unique tunes with the odd-numbered values. The range is 00-08, 0C-0E, 12-14. 0A is a duplicate of 08, 10 is a duplicate of 0E, 16 is a duplicate of 14. 17, although a duplicate of 08, is valid. The game crashes after 17.

Pink Panther in Pink Goes to Hollywood
Again? Well, yes, on a technicality.
Bank Modifier
7E0108xx
This only works while you're playing the game. The range for the bank is 01-0C. The music and the sound effects mute after 0C, and it is not recommended.

From TV Animation Slam Dunk 2
Opening Music Modifier
C07D21xx
The range is 01-19. 1A is a duplicate of 12, and there is no more music after 1A.

Football Fury
Music Modifier
Bank
988094A9
988095xx
Sub-Tune
9881DEA9
9881DFxx
Here's the range for each bank...

Bank 00
-------
Crashes the game.

Bank 01
-------
01-03

Bank 02
-------
01-03

Bank 03
-------
01-02

Banks 04-0D only support 01.

The game crashes after bank 0D.

Gamble Hourouki
Main Menu Music Modifier
9AE581xx
The range is 00-0B. The game crashes after 0B. There are four jingles that are actually SFX, and thus don't fit into the music modifier.

Blackthrone
Music Modifier
7E18D1xx
The range is 00-06. There is no more music after 06.

Lost Vikings
Music Modifier
7E19CCxx
The range is 00-09. There is no more music after 09.

Claymates
Map Screen Music Modifier
CCA2F6xx
The range is 01-15. There is no more music after 15.
Sample Pack Modifier
CD5E78A9
CD5E79xx
CD5E7A00
CD5E7C00 (required for sample pack 00)
Sample pack 00 supports tune IDs 12, 14.
Sample pack 01 supports tune IDs 01, 06, 0B-0C, 11, 15.
Sample pack 02 supports tune IDs 02, 07, 0D.
Sample pack 03 supports tune IDs 03, 08, 0E.
Sample pack 04 supports tune IDs 04, 09, 0F.
Sample pack 05 supports tune IDs 05, 0A, 10.
There is no more sample packs past this point.

J.R.R Tolkien's The Lord Of The Rings
At first this game had me in a run for my money, but I eventually determined that somehow they banked the music in the form of sample packs.
Music Modifier
Sample Pack ~ 7E1D0Cxx
Sub-Tune ~ 7E1D0Exx
It is not recommended to use this while the game is starting up. Otherwise, you'll probably glitch out the music.
There may be a chance the music may stop. You have to switch values so that you can play it again by asking the game to switch the music twice.
Sample Pack 00 only supports sub-tune 02.
Sample Pack 01 is a blank. You can tell if it is a blank if it mutes the music and SFX.
Sample Pack 02 only supports sub-tune 01.
Sample Pack 03 supports sub-tunes 05-06, 09-0A.
Sample Pack 04 only supports sub-tune 0B.
Sample Pack 05 supports sub-tunes 03, 08, and 0C.
There are no more sample packs to my knowledge past sample pack 05.
Sub-tunes 04 and 07 are both probably blank, and do not appear to be supported in any sample pack. By using the real-time pointer and the EOF command FF, I determined that both were smaller in filesize than any of the other tunes. By examination of the pointers, I determined that both were very short, and both were non-looping.
Real-Time Pointer
7EF806xx
This effectively increases roughly with each note, or quicker with pitch changes or any other command in there. There may be other commands in there that also increase the pointer.

FIFA International Soccer
Title Screen Music Modifier
848007xx
The range is 01-08. There is no more music after 08.
Turn Off SFX
7E480000
This ensures you get no SFX if you were to rip the music.

NBA Live '95
Title Screen Music Modifier
80E01Fxx
80DAE1xx
Both values must match. The range is 00-05. There is no more music after 05.
Part of the Title Screen won't work if this is not set to 00 because this takes cues directly from the music.

NBA Live '96
Title Screen Music Modifier
80DB6Cxx
89F825xx
Both values must match.
The Title Screen won't work if not set to 00 (you can't press Start to progress further, and the screen will be black forever), but the music will still play.
The range is 00-05. Although the game doesn't technically crash after 05, there is no more music after 05. Typically when the game crashes, the game itself will actually freeze if done at a certain point.

Where in the World is Carmen Sandiego?
Title Screen Music Modifier
818521xx (first loop)
8185C3xx (all other loops)
All of the music is non-looping.
The range is 2A-36. There is no music before 2A and after 36.

Where in Time is Carmen Sandiego?
Title Screen Music Modifier
80DB53xx
80DB59EA
80DB5AEA
80DB5BEA
80DB5CEA
80DB5DEA
80DB5EEA
80DB5FEA
The collections of EAs are required to mute the opening SFX.
All of the music is non-looping.
The range is 2A-36. There is no music before 2A and after 36.

Wolfenstein 3D
Main Menu Music Modifier
C04022xx
You must let a demonstration start up before this code can work, then just simply press Start. The reason for this is to prevent the music from hiccuping.
The range is 00-0B. 0B is completely absent from the sound test (that's why music modifiers are invented: to acquire those that get omitted). 0C-0D play nothing, and the game crashes after 0D.

Lost Vikings II
Music Modifier
7E1A9Cxx
The range is 00-08. There is no more music after 08.

Super Noah's Ark 3D
Main Menu Music Modifier
C039A8xx
Wait for the demonstration to start, then press Start. The desired piece of music will trigger. This is to prevent hiccups.
The range is 00-0A. The game crashes after 0A. Unlike Wolfenstein 3D (which misses the very last track), this obviously has a complete sound test.

Not counting Sidmania, we're down to eight undumpable games (as in, the music is not dumpable in SPC format). I have a partial music modifier for Monster Maker Kids, but there is a fanfare that is noticeably missing, so I'm hunting it down. I also have a music modifier in the works for NHL '94, which requires safe-cracking on multiple degrees.

Boxing Legends of the Ring
Title Screen Music Modifier
81B894xx
The range is 00-06. There is no more music after 06.

Beethoven's 2nd
Music Modifier
81E35EA9
81E35Fxx
The range is 01-08. There is no more music after 08.

Bobby's World
Title Screen Music Modifier
808F5Bxx
Safe-cracking required. Only these values are valid:
8C
8D
91
93
95
98
99

Super Mario World
Title Screen Bank Modifier
808149xx
80814Exx
808153xx
This requires safe-cracking: no exceptions, not even for Mario. The list of valid values are, with their ranges...
00 80 0E (Forget it: initialization only)
00 80 0F (Forget it: samples only)
B1 98 0E (01-09)
D6 AE 0E (01-1D)
00 E4 03 (01-04; 05-0C, although valid, are all duplicates)

Super Mario World 2 ~ Yoshi's Island
Sub-Tune Music Modifier
7E004Dxx
New Game Bank Modifier
90DB70xx
Pick a new file, otherwise it will most likely fail. Here we go, then, with the bank IDs and ranges...
Banks 00-02 ~ 01 only
Bank 03 ~ 01, 09-0A
Bank 04 ~ 01 only
Bank 05 ~ 01, 09-0A
Bank 06 ~ 01 only
Banks 07-09 ~ 01, 09-0C
Banks 0A-0B ~ 01 only
Bank 0C ~ 01, 09-0A (Glitched... the wrong sample pack is loaded.)
Bank 0D ~ 01, 09-0A
Banks 0E-10 ~ 01-03
Bank 11 ~ 01-04, 07-08
Bank 12 ~ 01-0F
Bank 13 ~ 01-03 (03 is just the first part of the ending with no opening)
The game crashes after bank 13.

Battle Clash
Title Screen Music Modifier
Bank ~ 899BECxx
Sub-Tune ~ 899BF3xx
Most of the banks differ in sub-tune E8.
Banks 00-04 load absolutely nothing other than at best E1-E7.
Banks 05-15 do load a unique tune at E8.
Bank 0D has differences in E3 as well as E8. It has bonus tunes at ED-EE.
Bank 0F has F6 as a possible sub-tune, but it requires E8 to be played first. Plus, you must also have a second value, FF, and it's not supported by this music modifier at this point.
Everything past bank 15 matches banks 00-04: nothing unique.

F-Zero
In order for the following modifier to have an effect, you must use this in conjunction with nensondubios' music modifier.
Racing Bank Modifier
80F7E3A2
80F7E400
80F7E5EA
839E68xx
The music modifier by nensondubois supports 01-08, wrapping around at 08. The bank modifier, which only affects tune 06, supports 00-09. By default, bank 07 is the one that's loaded. The game crashes after bank 09.

Super Wrestle Angel
Title Screen Music Modifier
81E0CCxx
The range is 00-19. The game crashes after 19.

NHL '94
Title Screen Music Modifier
Music
9DB2AExx
9DB2B3xx
9DB2B4xx
Sample Pack
9DB11Dxx
9DB11Exx
9DB2A980
9DB2AA02
80 02 is required because it overwrites and jumps over a load sample pack routine that interferes with the entire sample pack. You'll lose proper playback of the Title Screen sound effects as a result, but it'll all be better for the music.
Main Menu Music Modifier
Music
9F82FCxx
9F8301xx
9F8302xx
Sample Pack
9F82E2xx
9F82E3xx
The music and the sample pack require safe-cracking. The list of valid values are, with their corresponding sample packs...
(Sample Pack 8E 97)
93 31 ED
90 0C C2
8F 32 DD
(Sample Pack DF 98)
99 9C 9A
9A 99 AF
9A E5 AD
9A DF B2
96 46 86
97 BB 8B
9A 01 96
97 00 80
97 41 DA
96 A9 E1
99 65 D7
99 DE CE
97 F0 85
8B 74 FE
96 6D F4
98 B0 90
99 80 BB
97 7A E6
96 7D FA
9A AD 9B
81 45 FE
9A 4D A1
98 71 9C
96 D9 E4
96 42 D4
97 21 FC
96 CE D0
9A 6E AA
96 45 EE
97 8D B7
96 09 9C
97 62 91
96 79 F7
96 BB AE
96 FD E7
8E 2B FD
96 CD B6
96 A5 BE
96 0E DB
97 79 CB
97 F1 F4
97 9D 96
96 21 EB
97 0D B5
99 D0 9C
9A E5 97
99 72 C8
97 9B E1
9A 31 B9
96 65 C2
98 74 C8
This is the largest set that I've seen for an undumpable SPC set (at least fifty tracks!), and the largest collection that has required safe-cracking.

California Games 2
Title Screen Music Modifier
81AE17xx
The range is 00-09. 0A-0D are SFX (0C-0D do loop, which isn't supposed to happen), with 0A freezing the game after one play. The game crashes after 0D.
Loop Switch
819B86xx
Set to 01 to loop forever (recommended only with 00-09), or set to 00 to play only once (use for 0A-0D, which are the SFX.). 0A malfunctions with the loop switch on.

By the way, I investigated Legend of the Mystical Ninja, trying to determine for myself what was going on. Eventually after an array lookup, I ended up at the same location as Revenant. The values aren't completely inconsistent... there is a defined pattern in the valid values. Thus, here is the range... You need to use a value divisible by 03. The range is 00-E4. There is no more music after E4.

_________________
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 Mar 23, 2012 12:21 am 
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Hanjuku Hero: Aah, Sekai yo Hanjuku Nare...!!
09E68Fxx - title


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 Post subject: Re: Music Modifier codes
PostPosted: Fri Mar 23, 2012 1:08 am 
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I commissioned a few music modifiers from Revenant, so I'll be dealing with these. Just a heads up.

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 Post subject: Re: Music Modifier codes
PostPosted: Sun Mar 25, 2012 5:25 am 
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Earth Light
Title screen
0892DAxx - bank number
08953Fxx - tune number

Valid tune values seem to start at 43 for all banks.

Marvelous - Mouhitotsu no Takarajima
Title screen
00B9EFxx - bank number
148239xx - tune number
007A4000 - disable "Nintendo" SFX (needed for several banks that have looping sounds)

The bank numbers seem to start at 27.


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 Post subject: Re: Music Modifier codes
PostPosted: Sun Mar 25, 2012 8:14 am 
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Jurassic Park
Opening Music Modifier
81A902xx
The range is B4, B6-BF. The game crashes before B4 and after BF. B5 is not valid and crashes the game after the Ocean logo.

Pinball Dreams
Already done by Revenant, but I decided to try for a bank and music modifier for the Title Screen. I was successful. No reverse-engineering was really done here from the original, as those came from an array, and considering I don't use a debugger in the first place...
Title Screen Music Modifier
Bank
80D61Dxx
80D622xx
80D62Fxx
80D634xx
80D641xx
80D646xx
Music/SFX
80A9C3xx
The bank modifier requires safe-cracking. The right combinations are, with their ranges in music and SFX...
06 08 09 0B 0C 0E (Music: 00) (SFX: 01-02)
0F 11 12 14 15 17 (Music: 00-04, 09, 0E-16, 1A-20, 22-34, 36) (SFX: 37-44)
18 1A 1B 1D 1E 20 (Music: 00-01, 0C-17, 19-1C, 20-2A, 2E, 30-31, 36-3A, 3C-3D) (SFX: 3E-47)
21 23 24 26 27 29 (Music: 00-05, 0A-0B, 10-2F) (SFX: 30-3B)
2A 2C 2D 2F 30 32 (Music: 00-22, 24-38, 3A-40) (SFX: 41-4B)

Pinball Fantasies
Already done by Revenant, but I decided to try for a bank and music modifier for the Title Screen. I was successful. No reverse-engineering was really done here from the original, as those came from an array, and considering I don't use a debugger in the first place...
Title Screen Music Modifier
Music ~ 80EA9Fxx
Bank ~ 80EA9Axx
For the bank, starting at 3F, use steps of 03. The range is 3F-4E. Not recommended to go before 3F or past 4E. Before 3F causes catastrophe, beyond 4E is a bunch of first bank duplicates, followed by the possibility of crashing the game. Here are the valid banks with their corresponding ranges...
Bank 3F ~ 00 only
Bank 42 ~ 00 only
Bank 45 ~ 00-23, 26-27
Bank 48 ~ 00-20
Bank 4B ~ 00-22
Bank 4E ~ 00-20, 23-24

Mahou Poi Poi Poitto!
Takara Logo Music Modifier
The range is 00-0F. There is no more music after 0F.

The Flintstones
Title Screen Music Modifier
808720xx
The range is 00-11. The game crashes after 11.

Utopia
Title Screen Music Modifier
808357xx
The range is 01-05. 06-0A are duplicates. There is no more music after 0A.

The Shinri Game 2
Title Screen Music Modifier
8197D8xx
The range is 00-16. There is no more music after 16.

Super Tekkyuu Fight!!
Opening Music Modifier
Music ~ 80AD19xx
Sample Pack ~ 80AD12xx
The range for the music is 01-13. 14-1D play 11. 1E-1F play nothing. The game crashes after 1F.
By default, use sample pack 00 when playing the music. The only music that uses sample pack 01 are 0C-0E and 12. Trying to go past sample pack 01 crashes the game.

Yuu Yuu Hakusho - Tokubetsu Hen
Music Modifier
Bank
80FBC8A9
80FBC9xx
Sub-Tune
80FB7CA9
80FB7Dxx
The range for the banks are 00-0A. The game crashes after 0A.
Sub-tunes 01-0F by default are used as the default piece of music. Bank 0A does not support 01-0F, but instead supports a special sub-tune, 13, which is not supported anywhere else. 10 is best used with banks 02-05. 11-12 is best used with bank 08. Going past 13 with the sub-tunes will play nothing, then crash the game.
Voice Test SFX Modifier
89F584xx
Yes, this works... it just uses only one value. There are a whole bunch of SFX, and I can safely guarantee 01-7F as a good range, though the upper end is highly untested. I decided not to test it because I was only after two jingles, which were 73-74. The others I'm not as interested in digging through at the moment, since on a technicality they're in the SFX category.

Rushing Beat Ran
Player Select Music Modifier
Bank
85E562A9
85E563xx
85E56480
85E56501
85E5678D
Sub-Tune
85E56Fxx
Bank 00 supports sub-tunes 01-03.
Bank 01 supports sub-tunes 01-02.
Bank 04 has no music.
Bank 09 supports sub-tunes 01-02.
All other banks support only 01.
The game crashes after bank 0A.

Super Mario Kart
It's already been invented by nensondubois, but I have no idea if it accesses the whole soundtrack. My guess... probably no. So I redid it and came up with a fully functional music modifier for the Title Screen.
Title Screen Music Modifier
Sub-Tune/Variations
7E0E14xx
Bank
81F3ECxx
The sub-tune/variation modifier works in real time. The range for the sub-tunes is It has a range of 01-05, 08-14. 07 and 15 fool around with the tempo. 06 and 16 just simply play the default tune. The music is either glitched or muted after 16.
For the banks, you must use a value divisible by 03. The range is 00-27. There is no more music after 27. The sub-tunes have no variation over the banks whatsoever.

Secret of Evermore
Music Modifier
8CD708A9
8CD709xx
8CD70A00
8CD70BEA
The range is 00-45. There is no more music after 45.

Hokuto no Ken 5
There is a music modifier invented by the folks at Script700 that works after a battle. Then there is a Title Screen music modifier by ugetab that only goes from 01-04. Well... I'll confess, I ran into the exact same code. However, I have a solution that successfully accesses all of the music.
Title Screen Music Modifier
80AF7Axx
80AF7F50
80AF80C1
80AF8103
The range is 01-20. There is no more music after 20.

Goof Troop
Music Modifier
8099C3A9
8099C4xx
8099C5EA
The range is 10-22. Before 10 and after 22 are either silence or they crash the game.

Hokuto no Ken 7
Opening Music Modifier
C0A227xx
The range is 01-17. 0F, 14-15 are not covered in the sound test. There is no more music after 17.

Matsumura Kunihiro Den
Title Screen Music Modifier
C0DF45xx
The range is 01-13. There is no more music after 13.

Rap Basketball
If you listen to the music, you'll notice that this actually has an earlier version of Home Improvement's music in it! It also has unique music not found in the final version, but it is also missing tracks that are found in the final version.
In-Game Music and SFX Modifier
80A65Exx
The range is 00-34. Going out of range is not recommended... typically it's a glitched 00, though results vary.

World Masters Golf
I have returned to this because I have successfully made a bank modifier. All you have to do is rig a single sub-routine to do the job. ;)
Title Screen Music Modifier
808117xx (bank)
808128xx (sub-tune)
Starting at 3F, increment by 03 to switch the bank. Each bank has these... er... "ranges"...
Bank 3F ~ 00
Bank 42 ~ 00-01
Bank 45 ~ No music.
Don't go before bank 3F, and don't go beyond bank 45.
Main Menu Music Modifier
80818Exx (bank)
808192xx (sub-tune)

Maka Maka
Title Screen Music Modifier
858017xx
The range is 01-28. There is no more music after 28.

_________________
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: Sun Apr 15, 2012 12:36 am 
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Joined: Sun Apr 15, 2012 12:10 am
Posts: 7
Hi, I just registered and would like to say thank you to those who are taking the time to discover and post these modifiers. :)

I also have a possible request and a query if anyone can help out.

I just tried out the modifiers for Secret of Evermore because I wanted to know if the thump at the start of 'hidden river' in the current snesmusic set was a sound effect caught in the buffer (which it seems to be) or part of the track. So I found the track itself and dumped it (using ZSNES) and noticed something peculiar... the volume of spc's played and dumped via the modifiers are noticeably louder than tracks dumped while playing the game normally. I tried it with a few different tracks and it happens with all of them, I don't really understand why this would be, can anyone explain?

Now if I may, i'd like to humbly ask could anyone please try to figure out modifiers for Star Fox and Stunt Race FX?

Thanks in advance,
-Rey.


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 Post subject: Re: Music Modifier codes
PostPosted: Sun Apr 15, 2012 10:43 am 
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Nice observation! For Secret of Evermore, chances are the volume is adjusted in-game. I didn't really think of inventing such a volume modifier for the Title Screen... plus, it would take even more investigation to do so.

And I am hot on Star Fox's trail, already having preliminary music modifiers. Now all I need to do is make a list of those valid tune IDs (typically I end up grabbing new tracks and redump when I do this). Here's my preliminary music modifier... and yes, it already works. Just working out all the valid sub-tune IDs for each bank.

Star Fox
Sub-tune Music Modifier
828E95A9
828E96xx
828E97EA
Not done with all the valid values for each bank, though 01-13 is guaranteed to be the only values that should work.
Title Screen Bank Modifier
83AD6Cxx
83AD6Dxx
You do need to do some safe-cracking, though this is more of a "get those correct offsets" case. The list of valid values are... (note: I don't have the ranges completed yet!)
09 00 (01, 07, 0B, 0D, 0F, 11-12; 13 is a duplicate)
1C 00 (01, 07, 0B, 0D, 0F, 11-12; 13 is a duplicate)
25 00 (01, 07, 0B, 0D, 0F, 11-12; 13 is a duplicate)
33 00 (03, 07, 11; 02, 04 are duplicates; 12-13 is glitched)
41 00 (01, 07, 0B, 0D, 0F, 11)
4F 00 (0A only; 12-13 are duplicates)
58 00 (03, 07, 0B, 0D, 11-12; 13 is a duplicate)
61 00 (10 only; 02-06, 12-13 is glitched)
74 00 (03, 05, 07; 02, 04, 06, 12-13 are duplicates)
8C 00 (03, 05, 07; 02, 04, 06, 12-13 are duplicates)
9A 00 (03, 05, 07, 0B, 0D, 11; 02, 04, 06, 12-13 are duplicates)
A8 00 (03, 05, 07, 0B, 0D, 11; 02, 04, 06, 12-13 are duplicates)
B6 00 (03, 05, 07, 0B, 0D, 11-12; 02, 04, 06, 13 are duplicates)
CE 00 (03, 05-07, 0B, 0D, 11; 02, 04, 12-13 are duplicates)
DC 00 (03, 05-07, 0B, 0D, 11, 13; 02, 04, 12 are duplicates)
EF 00 (10 only; 02-06, 12-13 is glitched)
02 01 (07?; 01, 0B, 0D, 0F, 12-13 is glitched)
10 01 (03, 05, 07, 11; 02, 04, 06, 12-13 are duplicates)
1E 01 (03, 05, 07, 11-12; 02, 04, 06, 13 are duplicates)
36 01 (03, 05, 07, 11-12; 02, 04, 06, 12-13 are duplicates)
44 01 (01-03, 05-07; 04, 12-13 are duplicates)
52 01 (03, 05-07, 11-13; 02, 04 are duplicates)
65 01 (10 only; 02-06, 12-13 is glitched)
78 01 (07?; 01, 0B, 0D, 0F, 12-13 is glitched)
86 01 (01-03, 05, 07, 11; 04, 06, 12-13 are duplicates)
94 01 (03, 05, 07, 11-12; 02, 04, 06, 13 are duplicates)
AC 01 (01, 03, 05-07, 11; 02, 04, 06, 12-13 are duplicates)
BA 01 (03, 05, 07, 11; 02, 04, 06, 12-13 are duplicates)
CD 01 (01, 03, 05-07, 11; 04, 12-13 are duplicates)
DB 01 (03, 05-07, 11; 02, 04, 12-13 are duplicates; 01 is glitched)
EE 01 (03 only; 01, 07, 0B, 0D, 11-12 is glitched)
F7 01 (12 only; 13 is a duplicate)
00 02 (01, 0B-0D, 0F, 11-12, 12; 13 is a duplicate)
09 02 (03, 05-07, 11; 02, 04, 12-13 are duplicates)

Hey... if you want, I could show you just how in the world I come up with these music modifiers. You need a hex editor to do the job, not a debugger. I can't use debuggers on my computer, personally. :(

_________________
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: Mon Apr 16, 2012 10:38 pm 
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Mechwarrior
Title screen (not intro)
828128xx - bank number
82812Fxx - tune number

Known bank values are 00 (ingame) and 03 (other stuff)


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 Post subject: Re: Music Modifier codes
PostPosted: Tue Apr 17, 2012 10:50 am 
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Uh oh... watch out! Those Beam Software games aren't as simple as you think... they have separate sub-routines to play looping and non-looping tunes. You picked a routine to play a looping tune, and that will carry over into the SPC files... thankfully, I have the ability to rig it so that you can play a non-looping tune if needed. I've fallen into this trap with WCW SuperBrawl Wrestling... once I figured out what was going on with the looping and non-looping tunes, I went back and revised my codes, which happened to include missing banks as well.

Mechwarrior
Title Screen Loop Switch
828132xx
Set to 72 to play looping music, or set to 90 to play non-looping 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: Tue Apr 17, 2012 2:53 pm 
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Joined: Mon Dec 27, 2010 2:48 pm
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Location: FL
Hmm, thanks for the info - fortunately, that code was only needed to redump a few of the tunes that did loop, so it wasn't an issue, but I'll keep that in mind if I'm ever messing with any other Beam Software games :)


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