There's no serious need to check this out, unless you've got nothing else to do, or if you want some way to get access to provided music codes.
I've got it in my head to openly suggest that if someone is bored enough, they can look into making Music Select codes of any type for the use of SPC ripping. This means you only have to force the game to somehow switch tracks, instead of making a specific scene use different music. This should allow you to be helpful, and possibly do some quick SNES hacking that less able people can't do.
I'm hoping to attract people who want to build up some knowledge and be useful at the same time. Check out http://snesmusic.org/v2/wiki.php?iRe...=MostRequested for a list of games that could likely use some codes.
Some other useful info from there:
http://snesmusic.org/v2/wiki.php?iRe...age&iPage=Home
As seen on HCSs forums:
I generally follow a very simple method of determining how the game loads music.
In Geiger's debugging SNES9X
Attempt 1:
A little before music is loaded(as in, something like the title screen music), put a watch on 002142, then when it breaks, disable the breakpoint, and use the Step Out command, and disassemble back to the address that was just run. If this is believed or proven to not be the deciding address, step out further. There's usually a single value pushed/loaded to a variable. It's also common for the load address to be close to/at ???000.
Attempt 2:
Same as above, but use address 002140.
Note that in SMRM PV, after stepping out, I had to look forward a bit to find the title loader, while the address I stepped out of was using the same routine to do something other than song selection by initing an unusual song value. You may still have to breakpoint and test the value inits/addresses of several routines you jump out of. It's just not as straight-forward as some other projects.
Angelique:
Use this to get full-intro-volume rips from basically anywhere.
C905E7A9
C905E8??
By Knurek:
Dragon Slayer - Eiyuu Densetsu II (J):
Search for string 0xa90222bd in ROM, modify the second byte (0x02) to have other songs play during the introduction
Soul & Sword:
ROM should be deinterleaved (NSRT Checksum 0x772A). Search ROM for string 0xa92c22f3e00020. Change the second byte to have different songs play during the intro screen.
Wizap!: Ankoku no Ou:
ROM should be deinterleaved (NSRT Checksum 0xA944). Search ROM for string 0xc0a91d22ce. Change the third byte to have different songs play during the intro screen
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To start it off, I did Bakumatsu Korinden ONI 2(May be called 'Bakumatsu Korinden Oni'), but will have the internal name S-ONI2. Leave it off until the last line of intro text to make ripping easy, so you can just edit the codes and restore the save state. This worked for Dark Law, which had a nasty habit of dropping leading notes when ripping.
C02F06A9
C02F07??


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