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Author Message
 Post subject: Finalset Tennis
PostPosted: Mon Nov 12, 2012 11:26 am 
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Joined: Tue Oct 05, 2010 4:17 pm
Posts: 889
Three new tracks. I had to do the same thing as I did to Dorque and Imp to get that Welcome Track, as the bank these three were on had both a bad sample pack and an accidental reversal of the ordering of loading the tracks, resulting in unplayable tracks. They were supposed to be add-ons to banks 04, 06-09, as the pointers clearly indicate, and even a lookup of tracks 0A-0C told me so.

I decoded the bank format as seven bytes per loading command. The command went as follows:
Two bytes for the filesize
Three bytes for the file pointer
Two bytes for the SPC700 location

Entering all zeros (except for the SPC700 location) ends the loading session.

Here is bank 04's pointer set:
1C 00 1A 89 04 00 01
CE 19 5A A4 06 4C A6
AB 06 2E 9D 04 00 0B
D6 01 D1 F9 05 00 19
F6 00 A7 FB 05 FF FF
00 00 00 00 00 00 00

Here is bank 0A-0D's pointer set (the same pointer to this set is duplicated):
30 00 7E 89 04 00 01
50 22 EB D8 04 D0 C4
0B 01 72 FE 05 00 0B
C8 00 AA FD 05 FF FF
0D 01 9D FC 05 FF FF
00 00 00 00 00 00 00

In order to successfully play sub-tunes 0A-0C, first of all, the sample pack had to be changed. And once that I was done, I found out the tunes were accidentally loaded in reverse, so I had to flip those around. So the final result for the correctly working banks 0A-0D is this set (note that I replaced 00 0B with CC 1B: this is required because the original set of pointers assumed that these three tracks would be added on: that obviously didn't happen for some unknown reason... it makes me wonder why these three ended up faring so poorly in the final game)...

1C 00 1A 89 04 00 01
CE 19 5A A4 06 4C A6
0B 01 72 FE 05 CC 1B
C8 00 AA FD 05 FF FF
0D 01 9D FC 05 FF FF
00 00 00 00 00 00 00

Sub-tune 0F turned out to be a piece of sound effect. I could tell because I actually looked inside the SPC file itself. Each track started with a number of pointers in the set and starting tempo, followed by either a set of three-byte pointers or two-byte pointers. If it was a set of three-byte pointers, it was music. If not, it was sound effects. So 0F was rendered null and void. So you get this extra large set of PAR codes to produce a fully functional set of three unused tracks:

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.

Because the rest of them are SFX, there are no new tracks to be found.


Attachments:
File comment: New track.
Unused Jingle 4.spc [64.5 KiB]
Downloaded 122 times
File comment: New track.
Unused Jingle 3.spc [64.5 KiB]
Downloaded 145 times
File comment: New track.
Unused Jingle 2.spc [64.5 KiB]
Downloaded 114 times

_________________
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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