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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Musical Frustration... | | | |
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Dr. Mario Bot Level: 26 Posts: 75/262 EXP: 99225 For next: 3050 Since: 05-04-04 Since last post: 53 min. Last activity: 41 min. |
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Don't you hate being so close to something you can taste it, but still not be able to get it? That's where I'm at with Castlevania's Music... I can edit the drums... and that's it. I can't find ANY of the intruments... other than the drums... I used Silver-X's CV music data and that's all there is in it... and I've looked all over the place for the other instruments. SILVER-X'S MUSIC DATA ------------------------------ I messed around with CV's music for an hour or two this morning and produced this so far (It's still pretty rough, but I'll update this whenever I find out more). Castlevania Music Format ~~~~~~~~~~~~~~~~~~~~~~~~ 1DC0/1E30 - 1F63 (NSF): ([Track 2 In NSF], Triangle Data) E2 20 52 01 FF D7 10 E2 EA 21 EA 20 EA 20 E9 22 FF = Beginning of Track?? Changing this does nothing to the following sound. This could mean there's a pointer table elsewhere in the ROM that tells the game where to go for each channel's data. 21, 20, 20 = Notes. First nibble denotes pitch, second denotes time. First nibble: Range: 0 - B ("C" to "B") Second nibble: 0 - F (0 is fastest, F is slowest) E2 = Octave: Range: E0 - E3 (Highest octave to lowest) E0 is high pitched, E1 is lower, E2 is very low, E3 is barely audiable, E4 is so low it's silent. (The silent values seem to be used for "drum solos", i.e. stretches of noise with no triangle sounds: see Noise Data below for more info) Remains silent until E8, which is highest again. 10 = "Instrument": Range: 00 - 7F (Stacatto to continuous) 00 is so clipped you can't even hear it. 01 is severe stacatto, while 7F sounds like a bowed/wind instrument. D7 = Tempo: Range: D1 - DF (Fastest to slowest) Controls the entire speed of the following notes until a new D* is encountred. D1 is so fast it's retarded, while DF is really slow. Note that D0 is *EXTREMELY* slow. EA, E9 = Noise Data: Range: E9 - EA Must be between notes to work (Byte *must* follow, not precede a note, or it messes up the timing), though the noise will sound in sync with the note preceding it. E9 sounds like a snare. EA sounds like a closed high-hat. Not in this string: FEFFXXXX = Repeat FEFF followed by two bytes is a repeat control. Note that this must come after a note (As opposed to a noise "drum" sound), otherwise the drums won't repeat. This would mean you can't put a drum effect at the very end of a song. ME -------------------- *Drums get offbeat with the song* I'm SOOOO close but SOOOO far away... |
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dan Snap Dragon Level: 43 Posts: 313/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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(I posted this at TEK, but I have problems connecting to TEK a lot ) So you want the data for the two other sound channels? Square 1 and square 2? I'll make a presumption that's what you are looking for, so if I'm wrong, don't shoot me. Using Stake, load your ROM, and open the music pointer editor. Select the track you want to get the data for the instruments for, (I'll use the Vampire Killer Level 1 track), and you'll notice in the Advanced Editing Mode box, there are three pointers. These are the pointers to the music data for each channel of the NES sound. You'll need to convert those pointers to iNES ROM addresses, so incase you don't know how to do so, here's a small tutorial on how to do so. Taking the square 1 pointer ($9383), subtract $8000 from it, and you'll get $1383. (Obviously ) Now add $10 (the iNES header), and you'll get the location in ROM for the data for that channel. ($1C93) |
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alitnil Snifit Level: 27 Posts: 219/290 EXP: 107568 For next: 8591 Since: 07-16-04 From: Phoenix, AZ Since last post: 56 days Last activity: 44 days |
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I'm beginning to get a sinking feeling about this music hacking stuff! I'm at about the same point where Dr. Mario is at (with the exception that I dont know what I am doing of course). I was trying out the Goldfinger Hex editor. I was hoping a simple copy and paste from one NSF to another would get the job done. however, looking at Dr. M's issues, it's quit clear it is a much more daunting task than I expected. I take it that Stake is a type of hex editor geared towards roms? |
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Black Lord Level: 34 Posts: 139/453 EXP: 235639 For next: 18012 Since: 03-15-04 From: Nebraska, what's a Nebraska Since last post: 8 days Last activity: 1 day |
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Originally posted by alitnil Stake is Dan's Castlevania Editor if I'm not mistaking... |
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alitnil Snifit Level: 27 Posts: 220/290 EXP: 107568 For next: 8591 Since: 07-16-04 From: Phoenix, AZ Since last post: 56 days Last activity: 44 days |
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yep, just did a search. shoulda done that first i suppose. (hits self with frying pan) |
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Dr. Mario Bot Level: 26 Posts: 77/262 EXP: 99225 For next: 3050 Since: 05-04-04 Since last post: 53 min. Last activity: 41 min. |
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That's correct, Dan was just telling me that I could convert some addresses from his CV editor to iNes addresses to find the music, while I did find the instruments I still have a ton of sifting through to do before I even find the notes (so far all I can change is the pitch of entire sections and the song's tempo) |
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