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Main - ROM Hacking - Megaman 4 Music Question New thread | New reply


RetroRain
Posted on 06-25-13 06:10 AM (rev. 2 of 06-25-13 06:12 AM) Link | Quote | ID: 154179


Fuzz Ball
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I'm trying to make a brand new song by overwriting Skull Man's theme. So, I opened up the code/data logger and was able to log the bytes from 0x3E3B8 to 0x3E798. However, I noticed that as the code is logging, it seems to log three or four different sets of bytes, that are close by to each other. But, once the whole song is logged, that above range I just gave covers the whole song. Now, I'm assuming that it has something to do with the instruments. I keep modifying the bytes to try to get different tunes, but all I wind up doing is changing the pitch or tempo of the song. I want to change the actual notes. After looking through the hex editor after the song as been logged, it seems that the range above is the only thing that relates to the track.

Does anyone know where the actual notes for the song begin, so I can play around with them?

Thanks.

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infidelity
Posted on 06-25-13 10:38 PM Link | Quote | ID: 154180


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You will need to look up Matrixz doc on the 6C80 to understand. Some notes will have commands before them, and that can range from a vast list of options.

Regarding music, each song begins with 9 bytes. The first byte being 00, meaning a song. The next two bytes are the high/low address for square 1. The next two bytes are the higj/low address of square 2. The next 2 bytes are the high/low address for Triangle. The next two bytes are the high/low address for noise.

Immediatly following that, is usualy Square 1. Itll start off eith various commands, likr setting the octave, setting the pitch, setting the tempo, etc. I forget the lowest starting note, I want to say its 21, and the highest is FF. 20,40,60,80,A0,C0,E0, represent pauses until the next command/note is to take place.

Again, grab his doc, I gotta go, good luck.

Main - ROM Hacking - Megaman 4 Music Question New thread | New reply

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