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SNES Boredom Hacking Suggestion (Music Codes for SPCs)

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  • #16
    One more and I'm off for tonight.

    Zero 4 Champ RRZ (Active the code once in the name select menu from the Story mode, when entering the story the selected music will play.)
    82801D??

    ?? = FF and F0; EF and E0; DF and D0; EF and E0 and so. At some point it will just play the same song.

    I had problems with Micro Machines 2, I don't think the next code is accurate, it just changes between two songs, those same songs that can be hear always, the main one and the one at the car and road select screen. ugetab, please check it if you have time. Probably I'm missing somthing stupid, I don't know.

    Micro Machines 2 (In the Car and Road select screen)
    088014??

    ?? = 01 and 02

    I found also these, dunno if the volume one is usefull.
    Volume Mod
    01B619??

    ?? = From 0 to 7F (maximum volume value accepted by the spc)

    This one is just for fun.
    Speed Up Music
    01B64516
    Last edited by VisitntX; 08-31-2008, 06:47:31 PM.
    "Dizzy my future, silly my way."
    "Under my flag I live free."

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    • #17
      It's a bit harder to be motivated with the lower voted tracks, because less people are likely to be interested, but goemon seems to have a good line of music going.

      Soreyuke Ebisumaru Karakuri Meiro (Title Screen)
      839CDB?? (Seems to be 00, and every 4 after that for music)

      Classic Road (J) (Title Screen)
      81AD68??

      Classic Road 2 (J) (Title Screen)
      818486??

      Gaia Saver (J) (Title)
      2783F8A9
      2783F9??

      Gamera - Gyaosu Gekimetsu Sakusen (J)
      AC8137A9
      AC8138??

      ---

      I've been piecing together the state of "BS Kirby no Omochabako - Guru Guru Ball (J)" and "BS Kirby no Omochabako - Hoshi Kuzushi (J)". The issue with these games is that every 2nd bank is missing, and the game was over-dumped about 4 times over for both. Half the required data(0x20000) * 4 for 1 meg, instead of 512kb like the working one. The good news is that there doesn't seem to be any missing music, and the half-bank of music I've got for these 2 are identical to 088000 in the Baseball game(where the SPC700 info is read from). Ripping the Baseball game should account for the music in these 2 other games as well.
      This reality is mine. Go hallucinate your own.

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      • #18
        Sangokushi Seishi - Tenbu Spirits
        00E0D1A9
        00E0D2??

        Devil's Course (Title)
        82B3EC??

        Devil's Course Sample (Main Demo area)
        8388C2A9
        8388C3??

        Harukanaru Augusta (Title)
        02B206??

        Harukanaru Augusta 2 (Title)
        88C61A??

        Harukanaru Augusta 3 (Start a game by tapping 'Start' until you get to the course. Tiny SFX setup for before music starts, so there's no overlap with ripping)
        01D20300
        02C7FCA9
        02C7FD?? (Lots of SFX mixed in)
        This reality is mine. Go hallucinate your own.

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        • #19
          Chibi Maruko-chan - Harikiri 365-Nichi no Maki (J)
          0086B4A9
          0086B5??

          Chibi Maruko-chan - Mezase! Minami no Island!! (Multiples of 4 only?)
          8480AA??

          Jikkyou Powerful Pro Yakyuu 2 (Title, multiples of 4 only?)
          83F8A8??

          Jikkyou Power Pro Wrestling '96 - Max Voltage (J) (Manual rip, or recode the title init to whats used based on calls to "22 F3 F8 80", and nearby calls to addresses near 80F8F3. Need 1 address, and both values in this case)
          Example info(Title)(One chooses tune, the other chooses instrument set):
          8089B6??
          8089BD??

          Shin Majan (J) (Title, multiples of 4 only?)
          80BF38??

          Jikkyou Keiba Simulation - Stable Star (J) ('Start' at title. I don't think odd numbered songs work. Input gets LSRed to half the value)
          88EB9C??
          This reality is mine. Go hallucinate your own.

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          • #20
            I have a partial music modifier for one of the games. I need a bank modifier to go with this, or some other code...

            Yume Maroboshi no Gotoku
            7E005E??

            The values that work are in between 03 and 19. Do not activate until after the Intec logo, then it works fine anywhere once triggered unless the bank ID is modified, then it plays a different tune, or goes silent. The reason why I say it goes silent is because sometimes no tune is in that ID... or it goes to a pre-existing tune in another ID.

            I also have a music modifier for Esparks.

            Esparks: Ijigen kara no Houmonsya
            7E1CC6??

            This code takes effect right away when you input it.

            The values that work are in between 03 and 19. 01 and 02 are silent, and beyond 19 appears to do nothing.

            I could use a music modifier for Wondrous Magic... I need to redump the Final Boss Theme due to the fact that I was unable to catch it the first time. I could also see if there are any other tunes if any...
            Last edited by KungFuFurby; 10-13-2008, 11:16:17 AM.

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            • #21
              Originally posted by VisitntX View Post
              Micro Machines 2 (In the Car and Road select screen)
              088014??

              ?? = 01 and 02

              I found also these, dunno if the volume one is usefull.
              Volume Mod
              01B619??

              ?? = From 0 to 7F (maximum volume value accepted by the spc)

              This one is just for fun.
              Speed Up Music
              01B64516
              Hmm... I think Micro Machines 2 uses bank-switching for song IDs. Try to find a bank modifier, and see what you get.

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              • #22
                Shinri Game
                00929E6B - Mute Intro SFX (Lightning SFX)
                01D5AB?? - Title Music (Starts at E1)

                Wonderous Magic:
                2682DA?? - Title Screen
                This reality is mine. Go hallucinate your own.

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                • #23
                  Intresting... the Shinri Game has no new music, which means the set is complete, but Wondrous Magic has one new piece of music. These new pieces of music are usually difficult to identify due to general cluelessness on my part. For Gaia Savior (or Gaia Saver.), I got 20 tracks, which includes the victory track which I stangely did not find in the Sound Test... unless it was 00. I follow walkthroughs to get through these games...

                  As for Sim Ant, there's more music than the sound test code you provided can cover. The first thing I noticed is that the music changes every 02 hexadecimal values... the second thing I noticed is that the music stops working at 0C, being replaced by a single snare note... Start a new game by selecting Full Game, and you'll realize you just missed some music...

                  I suggest that you try to find another that either works universally at the Title Screen (or anywhere), or try to find another code that can work elsewhere that covers the missing music... 2E, the last value to work (or 2F, but that's a duplicate), is a SFX, and that's the only one to work beyond 0C.

                  I wouldn't mind doing the Sound Test dumps if I were to investigate them, but I'm glad to report any bugs with the music modifier codes.

                  In other news: I'm looking for a music modifier code for Tarot Mystery and Jim Lee's WildC.A.T.S. The reason is because I'm looking for any possible extra tracks... and for Jim Lee's WildC.A.T.S, a way to get some tracks at the first note. I had volume problems before and I invented a code to fix that, but that didn't work 100%, so I'm looking for the music modifier so I can once again attempt to redump some of the tracks...
                  Last edited by KungFuFurby; 10-20-2008, 03:34:32 PM.

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                  • #24
                    The Sim Ant routine is the right one(same used for both points in code), but it seems to need more initing for other music.

                    This is probably the missing component:

                    Sim Ant:
                    00B16F01 - Title area has different theme selection
                    This reality is mine. Go hallucinate your own.

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                    • #25
                      Well, it is true! This uses a bank modifier as well as the tune modifier. The tune range is wider, although you must turn off the code to access the initial five.

                      However, there's a tune that slipped. There's a third bank worth of SFX and tunes... I didn't get the same tune as the field tune after clicking Full Game. I did check the actual SPC file in HexEdit and found the numeral. It is at $130 iin the SPC file... the field tune in Full Game is 16, but the code you provided that accessed different tunes has 16 as a different tune. To access the full collection would take multiple codes... Therefore, I believe a different code makes the music modifier select a different collections of tunes.
                      Last edited by KungFuFurby; 10-21-2008, 02:51:20 PM.

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                      • #26
                        Sorry in advance for the offtopicness, but:
                        Ugetab, check your PM, I sent you a message some days ago

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                        • #27
                          I know you: You're the VGMuseum guy. ^_^

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                          • #28
                            Hehe, of course you know me!

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                            • #29
                              Any work on those GBS files, ugetab? Also how many unused songs have really been found by using these .SPC codes, out of curiosity?
                              Last edited by nensondubois; 10-21-2008, 05:54:01 PM.
                              "Roll The Bones" - Rush
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                              • #30
                                I wouldn't put a number for unused songs yet, nensondubois... so far, I've played through a bunch of games, and some have music I have yet to encounter.

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