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 Post subject: Re: Music Modifier codes
PostPosted: Mon May 07, 2012 9:20 am 
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And GSCentral got "defaced by SweZape". Not happy... I sent gscentral's YouTube account a PM about this. That is one of the places that I submit my music modifiers to, as well as some other cheats!!!

Chester Cheetah: Too Cool To Fool
Title Screen Music Modifier
82CBB1xx
The range is 00-0B. There is no more music after 0B.

Chester Cheetah: Wild Wild Quest (Earlier Version "14145")
Music Modifier
Sub-tune: 7E080Fxx
Bank:
8087C7A9
8087C8xx
Here are the ranges for each bank:
Bank 00
--------
Music: 00-06, 28-29
SFX: 07-27, 2A

Bank 01
--------
Music: 00-06, 28-29
SFX: 07-27, 2A

Chester Cheetah: Wild Wild Quest (Later Version "59734")
Music Modifier
Sub-tune: 7E080Fxx
Bank:
80879FA9
8087A0xx
Here are the ranges for each bank:
Bank 00
--------
Music: 01-07, 29-2A
SFX: 08-28, 2B

Bank 01
--------
Music: 01-07, 29-2A
SFX: 08-28, 2B

Haisei Mahjong Ryouga
Music Modifier
7E018Axx
Opening Bank Modifier
80AC86A9
80AC87xx
Alright, here are your ranges for each bank...
Bank 00
--------
Music: 01-03, 05 (04 is a duplicate of 03... minus the delay at the start)
SFX: 0B-10

Bank 01
--------
Music: 01-05
SFX: 0B-17, 26
Voice: 18-25

Bank 02
--------
Music: 01-05
SFX: 0B-17, 26
Voice: 18-25

Bank 03
--------
Music: 01-05
SFX: 0B-17, 26
Voice: 18-25

Bank 04
--------
Music: 01-05
SFX: 0B-17, 26
Voice: 18-25

The game crashes after bank 04.

Phantom 2040
Again!? Well, I'm here to put this to bed. Using a combination of the original code by ugetab and my findings (this is a Visual Concepts sound driver, which makes it quite easy to hack if you can hunt down the pointers), I finally have your reason why there are so many duplicates. By the way... that also explains the "hardcoded" value of 05 80 BE, which is the storyline cutscenes. In exchange for losing the sound effects (this has to be done to prevent memory overflow), I can invent true music modifiers for these games with the sound drivers. Even the streaming samples can be dumped! (I did this for NBA Live '97 and '98.)
True Music Modifier
809744A9
80974500
BE804Axx
BE804BFF
80BA56xx
Both values you define must match. This takes effect on non-storyline cutscenes: the storyline cutscenes use 05 80 BE and bypasses the music modifier.
The range for the SFX is 00-30. The game produces nothing or crashes from 31-7F.
The range for the music is 80-81, 83-89, 8B, 8D, 8F-91, 95-9A, 9D-A2. 82, 8A, 8C, 8E, 92-94, 9B-9C, A3-A4 are pieces of SFX. The game crashes after A4.

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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: Fri May 11, 2012 4:35 pm 
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Doraemon
General music modifier:
C08949A9
C0894Axx

Menu SFX modifier:
C0A982xx
C0A997xx

Doraemon 2
General music modifier:
C00A97A9
C00A98xx

Menu SFX modifier:
C04767xx

Doraemon 3
Title screen:
C0982Exx

Doraemon 4
8081EDA9
8081EExx


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 Post subject: Re: Music Modifier codes
PostPosted: Fri May 11, 2012 4:57 pm 
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KFF, do you think you could rig something up to allow for clean redumps of the four jingles (national anthems, home run, grand slam) for Ken Griffey Jr's Winning Run? I want to get away from SPCs with a load of muted channels.

Also, feel free to go over Big Sky Trooper yourself if you'd like. Figuring out that dynamic ship bridge control system song is beyond me. :roll:

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 Post subject: Re: Music Modifier codes
PostPosted: Fri May 11, 2012 5:11 pm 
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I actually haven't attempted a music modifier for any Rare game yet... but that doesn't mean I can try. ^_^ Actually, I came up with a quickie:

Ken Griffey Jr's Winning Run
Music Modifier
7E1D52xx
The range is 00, 02-0A. 0B is silence, and the game crashes after 0B.

Unfortunately, it also effectively loads a sample pack with the package, making an attempt null and void on the silent values. But that doesn't mean I can still get away with it in theory... I could rig the sample packs. However...

The home run jingles for Ken Griffey Jr.'s Winning Run are under the sound effect category... actually, multiple sound effects are sent to trigger said home run jingles. It would appear you have to make the music play to trigger said sound effects, which with the silent values is nothing. Rigging the sample packs may not be half bad... but rigging the sound effects is a pretty bad technical difficulty. My best shot is to crash the game and send several sound effect commands in a row via a little custom code magic from me, then freeze the game with an 80 FE.

That dynamic Ship Bridge control track should be doable on my end, especially since I already know how to rig it. You have to literally copy and paste some bytes from the 03xx area in the SPC file. It's a slightly more complex variation of enabling and disabling tracks with some volume control and other parameters I have yet to look up.

_________________
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 May 11, 2012 5:17 pm 
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KungFuFurby wrote:
I actually haven't attempted a music modifier for any Rare game yet... but that doesn't mean I can try. ^_^


Revenant actually made a music modifier for Winning Run some time back, which is how I was able to grab the alternate game ambience tracks (I never would have known there was more than one without it), but those jingles weren't among the tracks. So you'd need to figure out some way to get those to play.

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 Post subject: Re: Music Modifier codes
PostPosted: Fri May 11, 2012 5:55 pm 
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Got that and I actually was modifying the previous post. I decided to investigate from the original source, which was valid code rather than from an array.

Well, I am on the case. Unfortunately, it's more difficult than expected, as I can't just modify a SPC file... ah, well. Time to see if I can rig the sample packs... ^_^

Rigging confirmed! I got a sample pack and music data modifier and now I am hot on its tail. Woo hoo! ^_^

Your home run jingles have been identified and caught.

National anthems are much trickier. I'm trying to determine if they're a sub-tune or not because they effectively play like a piece of music. The plan is to invent a possible sub-tune modifier... if the national anthem is a sub-tune, then that means that the crowd ambience is embedded into the tune and thus should not be removed.

Ken Griffey Jr.'s Winning Run
National Anthem Modifier
C0DA33A9
C0DA34xx
The range is 01-02. 00 plays the default music. The music is glitched after 02.

Unfortunately, it's confirmed! The national anthems are sub-tunes, and thus are null and void.

Lode Runner Twin
Music Modifier
7E0667xx
The range is 00-05, 08-14, 16-25, 28-2A, 30-31, 33-37, 3E. Anything between the valid values is silence. The sound effects occur after 3F.

_________________
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 May 18, 2012 9:12 pm 
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Ren & Stimpy: Time Warp

Title Screen Music Modifier
8481BC??

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 Post subject: Re: Music Modifier codes
PostPosted: Sat May 19, 2012 7:22 am 
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And its more universal counterpart...

Ren and Stimpy: Time Warp
Music Modifier
83BE6BA9
83BE6Cxx
83BE6D00
83BE6E80
The range is 00-0D. There is no more music after 0D.

_________________
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: Sun May 20, 2012 9:47 pm 
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Tenchi Muyo - Game Hen
C081A1xx - intro

Secret of Mana
Main menu
C02A55xx - tune number
C02A57xy - x = fade speed (0 = slowest), y = volume (F = maximum)
C307101x - echo amount (0 = none). 6 is the default for the menu music, you might have to tweak it for some songs when redumping

Ingame stuff:
C301820A - silence

C305ACA9
C305ADxx - sfx modifier

C305A2A9
C305A300 - force center panning (for ingame SFX, etc)

Boy this game's sound code is fun. Thanks, Nasir!


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 Post subject: Re: Music Modifier codes
PostPosted: Fri May 25, 2012 9:11 am 
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Mighty Morphin Power Rangers
Title Screen Music Modifier
00D8D4??

Mighty Morphin Power Rangers Fighting Edition
Title Screen Music Modifier
018723??

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