nensondubois wrote:There are still quite a few sets that are either missing songs or have incorrect information that I'm considering fixing over time. I'm thinking about finally finishing that Art Alive set I started a few years ago but silently abandoned for unspecific reasons.
If you know them right off the top of your head, please share them if you wouldn't mind! I'd love to add them to the pack-fixing thread.
I'm having a bit of fun with these softwares so this is what I've found.
Gens K Mod Values:
Mr. Nutz Hoppin' Mad (Europe) (Proto)
Z80
01B0 - 0408
01B0 - 4DB00080 80009F00 "3rd and 4th digits rapid flick on the first line" 0408 - 00808000 00000000 "4th digit on 2nd line rapid flickers.
68k
F000 - FFB8
F000 - 00000000 0000FFFF "Flickers rapidly on the 4th digit and does some climbing like rapids on the last 2 digits of the 1st line, final 4 digits are rapid flicker on the second line" FFB8 - 000CE866 000CE2BE "Final 2 digits on the first line are the rapid flicker, with a picture of a poo flashing which is a funny symbol for an end of the track"
Hope that helps you guys out hacking this one.
Stone Protectors: "Multi channel surround sound and impossible to get what the line codes are as you can't stop the music none the less here are the values channel by channel for this more exotic tracker format."
Sorry for the incredibly late reply but I have been [insert lame excuse here because I can't think of any as of typing]. Here are my latest codes to allow easier ripping and or listening to music playback. I do plan on adding the additional songs to the sets. The additional codes will stop the CPU from doing anythig except for parsing only audio related I/O in most cases they are were written in mind to play the music and or sounds and samples at the earliest most convent instances possible in the games.
Animaniacs (UJ) [!].bin Password screen music modifier 03EBF0:00?? (0x0003EBF0:00??) List of unused songs (from playing through the game I didn't hear them) 84 85 95 (slightly faster than 94 Ending 1) 98 Sound effects start at 01-69 Songs start at 6A-9B
Zombies Ate My Neighbors (U).bin Play unused song at title screen AF0T-AAB4
Title screen music / sound effect / sample modifier 006D3A:00??
I actually forgot about this version when I did Comix Zone. Also, found some interesting stuff. Several music tracks were removed most likely because this was a near final build and they needed ROM space. Still, interesting to hear some songs that didn't make it into the final version. Wonder how many songs Howard Drossin composed in total. Songs 1C, 1D aren't listed in the song table and they're duplicates. I don't hear any differences from the final song but I only listened once.
Comix Zone (Prototype - May 30, 1995) (hidden-palace.org).bin Code: Set song in Jukebox for 68000 crash handler debug display 1CFCC0:00FE
Jukebox track 1 music modifier 1CFCC4:??0A
Song table: 090A0C081207040203111A050B10140E210F182016
Risk U.bin - I actually plan on doing this set unless someone else isn't currently Title screen music / sound effect / DAC/PCM sample modifier 00058C:70??
Ren & Stimpy Show Presents, The - Stimpy's Invention (USA).md Intro music / sound effect / DAC/PCM sample modifier 00916A:6700 0057CC:04??
Ooze, The (JU) [!].bin Intro music / sound effect / DAC/PCM modifier 0027BC:8100 00663A:00??
TaleSpin (USA, Europe).md Title music / sound effect / DAC/PCM modifier 008A66:7000 008AAE:0F00 008A7C:00??
Toy Story (U) [!].bin Options screen music modifier 01DB8C:00?? Play unused song at options screen BXPT-CAEN 0C - Unused Song
Toy Story (E) [!].bin Options screen music modifier 01DCFC:70?? Play unused song at options screen BXRA-DA96 0C - Unused Song
Doom (Japan, USA).32x Intro title / sound effect / sample modifier 0013B8:00BC 0013B0:00?? I know there are unused songs.
01 - Level 1: That Old Army Game (With Marching Soldiers) 02 - Level 2: Red Alert! 03 - Level 3: Ego Check 04 - Level 4: Nightmare Buzz 05 - Level 17: Light my Fire 06 - Level 6: Revenge of the Toys, Bonus & Characters 07 - Level 7: Run Rex, Run! 08 - Level 18: Rocket Man 09 - Level 9: Food and Drink 0A - Level 10: Inside the Claw Machine 0B - Level 11: Really Inside the Claw Machine 0C - Unused Song 0D - Level 13: Sid's Workbench 0E - Woody on Fire 0F - Level 14: Battle of the Mutant Toys 10 - Level 12: The Claw! 11 - Level 5 & 16: A Buzz Clip & Day-Toy-Na 12 - NULL 13 - Buzz Battle 14 - Game Over 15 - Level Complete 16 - Patrick Collins, Randy Newman, Andy Blythe, Marten Joustra and Allister Brimble - [Toy Story] Storyline (You've Got a Friend in Me) 17 - Continue Screen The menu and credits songs are MOD files.
Thanks! I have more coming. I would love to spend hours logging VGM sets but there's literally no time or patience.
Bass Master Classic.bin Title intro music / sound effect / DAC/PCM sample modifier 15EF3C:01FC 15EF1C:00??
Bass Master Classic Pro Edition.bin Title intro music / sound effect / DAC/PCM sample modifier 001DF4:44FC 001E1E:70?? All original songs and more than in the non-pro edition. I recommend using this version as the base for VGM logging. Pagemaster, The Fox logo music / sound effect / DAC/PCM sample modifier 029ECC:443C 029Ec0:00??
Mr. Joker 27 wrote:It's possible hacking music from EA games like Blockout, John Madden, and Streets of Rage series??
The soundtracks for these games can be found in the Downloads tab up top, by clicking the letter corresponding to the name of the game.
The soundtracks should be complete, if not, moderately up-to-date (as I have no newer versions in my packs to work on), so is there anything in specific you're trying to accomplish?
Would appreciate if someone looked into Mario Lemieux Hockey. That game has no known access to a sound test and songs either last too short or get drowned by the "crowd" during a hockey match.
I did some research and have hacking info for a few games. There are short instructions at the bottom of each code block that help you to make a sound test ROM. The format is: [offset] [bytes in the original rom] -> [bytes after replacement] [comment describing what effect this patch has]
General Music List: 007172 (2 bytes for entry, list contains 14h entries = 28h bytes total) for each entry: 1 byte - ID [reg D0], 1 byte - channel count [reg D1] Level BGM List: 007178 (part of the General Music List)
The sound driver has a huge pointer list 039D88. These are pointers to "track headers". In order to load a song, it specifies the ID of the first track header (register D0) and the number of channels/track headers (register D1) to be loaded. Then it calls "PlaySound". So if it loads "reg D0 = 45h, reg D1 = 3", it loads the track headers for with IDs 45h, 46h and 47h. The list contains SFX as well as songs and the game code has the "first track ID" and "channel count" values hardcoded.
playing the "Stage Select" music is done using the following code: 006C7C 70 4F MOVEQ #$4F, D0 ; reg D0: sound ID 006C7E 72 06 MOVEQ #$06, D1 ; reg D1: channel count 006C80 4EB9 0003 800C JSR $03800C ; call PlaySound
a search pattern for "Play Sound" routine: 70## 72## 4EB9 0003 800C
You can make a simple "sound test" patch by modifying the ROM this way: 000328 4E71 -> 6048 skip checksum check 000430 4EB9 0000 -> 4EF8 21C0 skip to "stage 1" screen [we use it for playing songs] 006C7C 704F -> 70xx set xx = sound ID 006C7E 7206 -> 72xx set xx = channel count
FF9458 offset to Track RAM for current song Note: Each song has its own (!) track RAM. FFD406 decompressed song data
sound calls: 022086 Sound Driver Update 022452 play title music 022512 stop music 022536 play menu music 022548 play ?? 0225F2 play fight music 022604 play ?? 022698 play shoot out music 0226F8 play ??
I have to mention that the sound system in this game is a total mess. Each song is in a separate "sound bank" and each sound bank has its own work RAM. The pointer stored at FF9458 in 68k RAM tells the sound driver, which part of the sound bank RAM it has to update. This also has the interesting effect, that the menu SFX stop working when you play e.g. the title theme on the menu screen. In order to play a song, the game calls one of the "play XX" routines, which has all *hardcoded* offsets for track RAM and song data.
sound test patch: 000498 4EB9 -> 601A skip title screen 0004CE 4EB9 0002 2452 -> 4EB9 0002 2512 don't play music at SEGA screen 000556 6600 -> 6000 cut SEGA logo short 0009A8 4EB9 0002 2536 -> 4EB9 00xx xxxx insert address of "play XX" routine at xx
Who's in charge of keeping the Wiki updated? It would be nice to have this information neatly gathered and ordered in the Wiki.
Also, I've been in talks with the blast'em emulator dev to implement a new VGM logger on his cycle accurate emulator. I want to put KEGA's logger to the test to see if it has been doing its work properly by pitting it against a known accurate emulator.
Monkeymook has also created a Discord server for Project2612, we'd be delighted to have you on board.
"Ask not what others can do for you, but what you can do for others"