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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: 6693 days Last view: 6432 days |
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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 |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6451 days Last view: 6437 days |
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Wasn't Wario's Woods a NES game? | |||
Skreename Giant Red Paratroopa Since: 11-18-05 Last post: 6438 days Last view: 6432 days |
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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: 6439 days Last view: 6531 days |
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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: 6628 days Last view: 6460 days |
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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. |
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d4s Shyguy Since: 12-01-05 Last post: 6554 days Last view: 6452 days |
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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) |
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Hamtaro126 Red Goomba stupid as as OSHT BAN Since: 11-20-05 From: Hacktown, Usa Last post: 6693 days Last view: 6432 days |
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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 |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6451 days Last view: 6437 days |
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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: 6432 days Last view: 6432 days |
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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: 6432 days Last view: 6432 days |
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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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