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05-05-24 04:08 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Why Could i not rip SPCs in wario's woods? New poll | |
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Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6547 days
Last view: 6285 days
Posted on 06-01-06 11:44 PM Link | Quote
I tried, Maybe it needs a LOT of ASM hacking!
Or blackhole89 could help me rip SPC files
out of a Wario's Woods Rom (Stupid thread, i know).

But i need to play music without a fuss, But is it
like Star ocean's SPC format, or is it another unplayable
format?

The answer is unknown until blackhole89
(or someone else with a lot of SPC700 asm
knowlage) comes up with a fix.

Just letting you know.

-hamtaro126
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 06-02-06 12:24 AM Link | Quote
Wasn't Wario's Woods a NES game?
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6292 days
Last view: 6285 days
Posted on 06-02-06 12:25 AM Link | Quote
There was an SNES version, also. I think there was even a gameboy one... It got around.
Tanookirby

Buzzy Beetle


 





Since: 11-18-05

Last post: 6292 days
Last view: 6384 days
Posted on 06-02-06 12:38 AM Link | Quote
There are some SNES games that cannot be ripped properly in the normal fashion because the sound engine needs the main game to play the music correctly. You'll need to apply a patch on the SPC files to fix those kinds of problems. No such patch exists yet for Wario's Woods.
caitsith2

Micro-Goomba


 





Since: 12-11-05

Last post: 6482 days
Last view: 6314 days
Posted on 06-02-06 01:33 AM Link | Quote
Wario's Woods is one that cannot be ripped to spcs at all. This game uses the SPC700 to play the samples in the way the 65816 commands it to. In other words, all of the sequence data is 100% on the 65816 side.

I have dealt with a fair bit of SPC700 assembler, and if a game spc can be hacked to play without 65816 intervention, I can usually do it, in 15 minutes or less.
d4s

Shyguy








Since: 12-01-05

Last post: 6408 days
Last view: 6305 days
Posted on 06-02-06 09:50 AM Link | Quote
i never understood why certain developers decided to run their music player on the 65816 instead of the spc.
i mean, there's nothing but disadvantages to it:

- wastes main cpu processing power, which is already relatively low on the snes.
- music will play at different speeds on pal and ntsc machines and needs to be adjusted for each region.
- when decompressing and loading stuff before entering a new scene, you will either have to disable music or face increased loading times. lots of snes games effectively hide loading times by starting a tune, then loading for 2 or 3 seconds.
works well and is quite cool, imho.
- also, music players that refresh more often than 60 times per second are quite hard to pull off, compared to doing the same thing on the spc, at least.

my guess would be that the developers weren't willing to code the music player from scratch and ported these players from the nes or amiga (rendering ranger or zool come to mind) with as little effort as possible.


(edited by d4s on 06-02-06 08:51 AM)
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6547 days
Last view: 6285 days
Posted on 06-02-06 10:09 AM Link | Quote
I did not know that it has 65816 instead of SPC-700, I will look
into it with my copy of ''MathOnNapkin's SNES disassembler''
later, to see what i can get.

-hamtaro126
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 06-02-06 02:56 PM Link | Quote
Maybe the music works into the asm to give it better control over certain events. If the CPU and music work closer together, you coould have music triggered events to occure. I don't know exactly, but I am just guessing. Imagine a game where the level is randomly drawn based on where on the current song you are at?
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6286 days
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Posted on 06-02-06 03:35 PM Link | Quote
I think they usually do it because the SPC700 alone can't handle it. For example some games stream raw PCM data from ROM, and the mere 64K the SPC700 has just isn't enough for the sample. In this case, though, I'm guessing it's a case of "we ported the game from the NES and didn't want to bother writing a proper SPC700 program".
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6285 days
Last view: 6285 days
Posted on 06-02-06 04:30 PM Link | Quote
First off, those SPC rips you find aren't ripped directly from the ROM. instead, they're formed by running the game and letting it dump memory into the SPC700 unit (with an emulator), then taking the RAM (and some modification) and making it into a file that you can play with special SPC700 emulators (aka "SPC players").

Being that Wario's Woods doesn't even use the SPC700, it'd be quite impossible to make a so-called "SPC" from it.
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