Well I should be getting real Bout Special in the mail so I can test all the enhanced sounds on my real SNES! I also got my SGB 2 to work on my SNES mini. I am also getting a PAR MK3. Will a Pro Action Replay MK3 work on a SNES mini?
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SNES Boredom Hacking Suggestion (Music Codes for SPCs)
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More codes! ^_^
Here's my music modifier for the third Shinri Game.
The Shinri Game 3
7E1F00??
This code will only work when you activate it before you get a card. Then after you get a card and press A, it goes to the story specific to the card. The desired music will play throught the quiz until you get to the point where you choose three doors.
The values that work are in between 01 and 0C. 00 is silent, any value beyond 0C is also silent.
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I have a few suggestions, if anyone's interested in looking into them:
Super Mario Kart.
The beta version that emerged not too long ago has some different music, notably Vanilla Lake's music is different as is DK. Junior's victory theme, and there may be other tracks as well. It's possible someone's checked already, but I'm wondering if these tracks are still hidden away unused in the final game. I would suggest ripping music from the beta, but there are no ROM dumps of it currently available.
Pilotwings.
This needs a re-rip anyway -- the set available on SNESMUSIC is missing at least one track ("Bad Landing"), "Rocket Belt" is missing one of the sound channels (the set on Zophar doesn't have this problem), and three tracks start late (Light Plane, Handglider, License). Would also be interested in knowing if there's any unused music.
Final Stretch.
I ripped the set which is currently available on SNESMUSIC, however I'm fairly confident there's more music in the game that I was not able to find through gameplay.
Thanks, and keep up the good work. I'm enjoying the sets that are coming off the back of this activity!
Last edited by Blitz Lunar; 02-22-2009, 07:22:14 AM.
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That SMK prototype hasn't been released, and it's iffy whether or not it ever will be.
I'm vaguely interested in a music rip for it, but I don't care enough to go and ask for a copy, if it even gets dumped at all.This reality is mine. Go hallucinate your own.
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I'm currently asking for the Super Mario Kart proto from the guy on Youtube. He may or may not give it to me. The beta versions may or not have been removed in the final version of SMK. The only way to find out is to make a music modifier code. Give me about two weeks to make one.
Here's some games the have Custom SGB sounds:
Mole Mania
Lolo
Roadsters 98
I will possibly have these ripped within the next two weeks depending on my schedule.
(Tales of Phantasia Narikiri Dungeon has special SGB2 options when I play it on my Super Game Boy 2)
In other news: super Mario All-Stars - Super Mario 2 music modifier
7E1DE2XX
00 - No muisc
11 - Title
04 - Character Select
01 - Overworld
05 - Sub-Space
06 - Underground
07 - Wart Battle
08 - Boss Battle
09 - Death/ Lose Slots
0A - Game Over
0B - Major Boss Fanfare
0C - Slots
0D - Invincible/Starman
0E - Ending
0F - Mushroom Pickup
10 - Win Slots/Level End Fanfare
12 - Unused Fanfare
13 - Warping
Sound Effect Modifier (Only plays once)
7E1DE4XX
I made these weeks ago more coming up soon.
Here is a comprehensive list of games that I will make a music modifier for
Zelda 3
Pagemaster
Pilotwings
Super Mario Kart
The rest of Super Mario All-Stars (Menus, M2 are done)
Yoshi's Island (Maps partially done)
Zombies
The Zelda music mod/sound mod is pending my current pissed off mood because of what happened witch certain sets.
PS: I saw what happened and he knows (sets). I may be forced top take arms since I'm considerably angry. I did rip the other unidentifiable voice samples from DK that you didn't.Last edited by nensondubois; 04-07-2009, 01:23:47 PM."Roll The Bones" - Rush
Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois
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Ahhh yes, Pilotwings. I really hope you do go ahead with that. The current SPC rips of Pilotwings leave a lot to be desired, and to fix the set would certainly need a music select code. Problems with the SNESMUSIC set:
Light Plane - starts late, missing intro i believe
Rocketbelt - missing a channel, probably because it starts late or something
Hangglider - starts late, missing intro (I think it's dumped after the first loop), missing at least one channel
License - starts late
Bad Landing - completely missing
may be other problems i don't know about as well.
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I got this .Spc from Super Mario Kart after tinkering with the game a bit but i can't seem to get it to loop forever.
http://www.fileden.com/files/2007/11...Invincible.spc
And yes, I'm still doing music modifier codes but I'm buisy with other things right now so wait."Roll The Bones" - Rush
Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois
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Got another one... and I actually found this out by looking up the ROM! I actually found this by using a combination of PAR codes, and I found out there was a sequence that led me directly to the music modifier... I used the BGM selection from the options menu (it provided me with 3 pieces of music to start... I found a modifier that allowed me to access a fourth, and I found a variable that changed with the BGMs. Attempting to change it failed, but I determined that there was a sequence that I might find in the ROM... I found it, modified it, then used a document to convert it to a PAR code.
Battle Commander - Hachibushuu Shura no Heihou
C00586xx
xx is in between 02-24. 01 and 25 have no music playing, but the sound effects work fine.
This code only works after you've started a new game and selected a "play tribe". After the introduction cutscene plays, the requested piece of music will play. You can change this value in real time and provided you're not in a menu or there's some dialouge going on, the music will change in real time... it will happen pretty quickly, so if you don't get it the first time, press X two times to make the music restart.
The two variables I used to find this are...
7E0FC8xx
7E012Exx
7E0FC8 controlled the BGM modifier for the game that you can access in the options menu, while 7E012E is directly connected to 7E0FC8.
If 7E0FC8 is 01, 7E012E is 03.
If 7E0FC8 is 02, 7E012E is 21.
If 7E0FC8 is 03, 7E012E is 22.
If 7E0FC8 is 04, 7E012E is 19.
Beyond here, the numbers are usually out of range to play music on 7E012E's part.
7E012E is 00 if a different piece music other than the BGM selected is playing.
I searched for 03212219 in hexadecimal in the ROM using HexEdit, and got exactly one match... modifying it worked perfectly fine to me, so I looked up documentation to find out how to make a PAR code out of what I found. This one was the one that I used to make a PAR code from my findings...Last edited by KungFuFurby; 11-03-2009, 04:58:59 PM.
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Found another music modifier using a combination of expermientation and ROM lookup... though I have yet to invent a PAR code for this one yet.
The game is Action Pachio... already released on SNESMusic.org.
I attempted to use the BGM Select on the Options screen to invent a music modifier by going out of range. That attempt failed, but I did find something else.
I looked up 7E062A, which was one of the variables that I managed to stumble on. That changed with the music being changed, but it didn't respond to me trying to modify it. Instead, I checked up on the BGM modifier, which was at 7E1F16. Trying to go out of range crashed the game.
Thus, I checked up 7E062A. On BGM select 1-7, the numbers went up 00-06. On BGM select 8-10, the value matched that in hexadecimal... but on BGM select 11, it skipped to 18 in hexadecimal value, and BGM select 12 was 19. I took that sequence, adding zeroes in between, and found the sequence starting at $46BB1 in the ROM, and ending at $46BC9. When I modified $46BB1, that modified what BGM select 1 would play.
Look for this sequence in the ROM by using a hex editor:
00 00 01 00 02 00 03 00 04 00 05 00 06 00 08 00 09 00 0A 00 18 00 19 00
There should be exactly one result at the address I mentioned. Modify the first byte and when you select BGM select 1 to play the tune, the desired tune will be played.
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One of these 2 codes should work. The first assumption is that the address used in the file directly correlates to the address in the ROM. The second assumption is that the file has 0x200 bytes of emulator-ignored header data, hence, would produce an address that needs to have 0x200 subtracted from the address to hit the correct address in an emulator. Basic mechanics, even if not quite simple.
If it's a LoROM game, then just download the converter I put together and use the potential file addresses. I haven't actually checked the game, but these should hold true anyways.
PAR code HiROM Addresses(only 1 will be right. It depends on the original file the address came from, not whether or not anyone else's copy has a header):
If noted ROM was unheadered:
C46BB1??
If noted ROM was headered:
C469B1??This reality is mine. Go hallucinate your own.
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