Author Topic: Playing around with some SPC code in ROMs is fun!  (Read 28928 times)

justin3009

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #60 on: June 03, 2007, 10:16:12 pm »
You got remember i'm terrible at this stuff.  YOu can't expect me to understand everything in 1 simple look.

Edit: How can you find exactly the length and where the sounds start at =/
« Last Edit: June 04, 2007, 12:30:15 pm by justin3009 »

Zakyrus

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #61 on: June 05, 2007, 01:43:05 am »
I made a patch for the Dungeon Ambience today. No guarantee it will work, since TF might use the space it takes up.

If you successfully do it release a tutorial o.o...xD
Do you really need a tutorial? I thought you tried some SPC importing before...

1. I went to 0FD13D in the Radical Dreamers ROM and copied the SPC data (the Dungeon ambience ends at 0FD257).
2. I pasted into an unused area of the CT ROM. I picked 061E73.
3. I went to the SPC pointer list and changed Water Dripping's pointer to 73 1E C6.

Thanks Vehek! I'll give you credits if I use this in CT+.
Thanks everyone else for that matter.  :)

Vehek

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #62 on: October 04, 2007, 11:45:49 pm »
A while back, I was looking at SPC data in CT, when I noticed a command that appeared at the beginning of pretty much every channel. It's FD. I don't know how many parameters it has and it doesn't seem to be in FF6 or RS3.
Any idea what it might be?

JCE3000GT

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #63 on: October 05, 2007, 09:53:32 pm »
A while back, I was looking at SPC data in CT, when I noticed a command that appeared at the beginning of pretty much every channel. It's FD. I don't know how many parameters it has and it doesn't seem to be in FF6 or RS3.
Any idea what it might be?

I'll have to see if I can find my old SPC docs to see if I logged it down.  RS3, Treasure Conflix, Dynami Tracer, and Radical Dreamers I believe has a similar byte command that is before every channel.  I believe it could be to set a certain volume for that channel. 

Example...

FDxx = Set channel volume to xx

At least this is true for most of the other games using the similar SPC core.  I could be wrong...?  Its been a while since I've looked at CT's SPC core.

=============================
Edit

Oh, and here's what a song is like when you natively import it from a newer Squaresoft game to FF6--in this case it was Treasure Confix.  All I did was fix the instrument sample index bytes and the octaves.  The first channel's timing is off--that's where those extra bytes and a different loop data resides.  I've included the original Treasure Conflix SPC--which is a brilliant tune--along with the broken SPC import I did. 

And if you haven't noticed Treasure Conflix uses some of FF6's samples.  ;)

[attachment deleted by admin]
« Last Edit: October 05, 2007, 10:13:55 pm by JCE3000GT »

Vehek

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #64 on: October 10, 2007, 09:14:24 pm »
I guess the other games might have an equivalent to it.
Still, CT (and maybe RD) is the only game I've looked at that consistently uses that type of command at the beginning of channels.

Edit-I've been looking at some Front Mission SPCs, and so far they seem to also use FD at the beginning of channels/
« Last Edit: October 13, 2007, 12:20:48 pm by Vehek »

ZeaLitY

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #65 on: October 11, 2007, 03:12:56 pm »
I'm talking to Myria about ripping complete versions of the tracks. But it brought up the old error I had to deal with when making the Compendium SPC archive:

61 Last Battle

Something within the latest SNESAmp causes the volume of the main synths in
this song to mute considerably after the piece begins. The cause is unknown,
and the track sounds fine within other spc players. Strangely, the rip of this
track included in this archive is somehow tagged or otherwise modified to avoid
the bug. It comes from an old SNESMusic.org rip; their current one suffers from
the volume drop.

I don't think I got JCE's opinion on this back when I posted it around ACMLM's, so maybe you guys know more about it now.

~

With the Cross textures, sample rip and SPC hacking, Retranslation, Dream Splash!...I'm going to declare this Autumn a Heroic Age for Chrono fans. I declared Early 2006 the "Silver Age" to commemorate the completion of the site, so this goes well. "Golden Age" is still reserved for a new Chrono game or rerelease.
« Last Edit: October 11, 2007, 03:23:50 pm by ZeaLitY »

JCE3000GT

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #66 on: October 11, 2007, 11:06:32 pm »
I'm talking to Myria about ripping complete versions of the tracks. But it brought up the old error I had to deal with when making the Compendium SPC archive:

61 Last Battle

Something within the latest SNESAmp causes the volume of the main synths in
this song to mute considerably after the piece begins. The cause is unknown,
and the track sounds fine within other spc players. Strangely, the rip of this
track included in this archive is somehow tagged or otherwise modified to avoid
the bug. It comes from an old SNESMusic.org rip; their current one suffers from
the volume drop.

I don't think I got JCE's opinion on this back when I posted it around ACMLM's, so maybe you guys know more about it now.

~

With the Cross textures, sample rip and SPC hacking, Retranslation, Dream Splash!...I'm going to declare this Autumn a Heroic Age for Chrono fans. I declared Early 2006 the "Silver Age" to commemorate the completion of the site, so this goes well. "Golden Age" is still reserved for a new Chrono game or rerelease.

When I have a day off from work next week if you remind me I'll take a look at it to see what could be the issue.  I'm going to assume it is a bug with SNESamp (obviously).  Maybe you could dump the song from different emulators to see if it makes any difference? 

Myria

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #67 on: October 14, 2007, 10:42:09 pm »
I'm talking to Myria about ripping complete versions of the tracks.
I got it by the way and emailed Zeality them.  I made "Chrono Trigger" and "The Hidden Truth" automatically switch to their second parts by modifying the SPC700 assembly code.

Myria

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JCE3000GT

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #69 on: October 14, 2007, 11:23:48 pm »
Speaking of SPC hacking...hear what someone did to Mario World:
http://www.youtube.com/watch?v=urH4BH6HCC4&mode=related&search=

Wow, someone put an FF5 tune in SMW.  I'm definately impressed. 

Zakyrus

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #70 on: October 16, 2007, 07:43:35 pm »
Speaking of SPC hacking...hear what someone did to Mario World:

http://www.youtube.com/watch?v=1jlxFjnltVI&mode=related&search=
http://www.youtube.com/watch?v=urH4BH6HCC4&mode=related&search=

That's insidious!  :shock:
That looks way worse than Super Demo World or Mario World: Hell Edition could ever be!

They did nice work on the FF song too.

ZeaLitY

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #71 on: October 31, 2007, 12:59:21 am »
Here are four Lavos SPCs:

  • Old SNESMusic rip, which the Compendium uses
  • Current SNESMusic rip
  • New ZSNES rip
  • New SNES9x rip

The Lavos scream makes things a little hard to accurately gauge, since the main issue of volume drop lies with those synths at the beginning. But the scream also demonstrates that all SPCs start off at the same volume. Only the old SNESMusic rip which we use seems to maintain the synth volume.

I'm pretty sure I PMed someone on ACMLM's old board who used an earlier version of the SNESMusic Winamp plugin or something else to play the SPCs, and singled out the problem to the latest version's handling. But my memory is really sketchy, and there's still the problem of why the old rip is immune to this. I checked ID666 for both, and the settings / info are identical.

[attachment deleted by admin]
« Last Edit: October 31, 2007, 01:01:59 am by ZeaLitY »

LatiasLord

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #72 on: November 04, 2007, 06:38:15 pm »
Which FF5 Song is that that they put?

Also, I like the FF6-CT songs. I'd look forward to an import of evey FF6 song into it.

Myria

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #73 on: November 10, 2007, 03:13:25 pm »
Which FF5 Song is that that they put?
The Gilgamesh song, although I don't know its official name.

Asuyuka

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Re: Playing around with some SPC code in ROMs is fun!
« Reply #74 on: November 15, 2007, 05:09:39 pm »
Which FF5 Song is that that they put?
The Gilgamesh song, although I don't know its official name.

Battle on the Big Bridge.

Dude, are there any more videos on there?  I want to see em, those are awesome XD