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by KungFuFurby at 8:52 PM EST on January 25, 2008
Well, I could do that using a music modifier someone else found, but they'll be nameless. Therefore, I prefer to get the music while playing the actual game, although in this case, I get the music in a much better place than usual.
by nensondubois at 10:12 PM EST on January 25, 2008
here's my music modifier for wario's Woods. I made these codes a while a go. The ar in PAR format (Pro action replay for snes so use ZSNES) this along time ago but here: I hope this helps somehow. http://board.gscentral.org/showthread.php?t=5894&highlight=wario%27s+woods&page=7

edited 10:13 PM EST January 25, 2008
by KungFuFurby at 9:25 AM EST on January 26, 2008
I already know the code, but thanks anyways.

For those of you curious about other music modifiers: I also found a mission music modifier for Steel Talons. It fails to apply to anything execpt for missions, and it only plays the music that normally plays during a mission. The code is 7E0260xx. 01 - 0F are normal, then there's a wrap-around effect to 06. 00 is actually the same tune as 01, with only the bass playing. You can change the tune by crashing, or resetting the mission. Either way, all of the mission tunes are very short.
by KungFuFurby at 4:45 PM EST on January 31, 2008
Curiosity: If you compare two first-note sticking SPCs from the first and second note and either the X or Y registers are different, does that make the game undumpable? I've found this problem in some games:

Mario's Early Years (Sad but true...)
James Bond Jr.
NBA Showdown
Network Q Rally (With SFX on)
Pit Fighter

Also, for these first-note sticking games, I found DSP register modifications:

Paperboy 2
Relief Pitcher
NHL '94
by KungFuFurby at 8:46 AM EST on February 24, 2008
OK, another curiosity:

How am I supposed to patch SPCs? That's got me curious... because I have the IPS files, but I have no idea how to work 'em on emulator or SPCs. I have a Mac IPS patcher program, but it's no good as far as I know. As for the SPCs, the first few bytes are overwritten rather than the correct bytes that make the SPC play properly without first-note sticking problems. I have no idea what to do to apply the patch, but if I knew where to apply this stuff, perhaps I could get this stuff working.

Trying this on an emulator was no good, as all it did was either no fixes, or startup failure.
by nensondubois at 1:52 PM EST on February 24, 2008
http://www.zophar.net/utilities/patchutil.html

edited 1:52 PM EST February 24, 2008
by KungFuFurby at 1:17 PM EST on February 28, 2008
OK, I solved it. Turns out the application I was trying to use, which was IPS Patcher for the Mac OS X, wasn't working on SPCs. It shrunk them from 64KB to 36KB. So what application did I use? IPS Patcher for the Classic Mac! Hopefully, if you want to patch SPCs, PPC users, you haven't upgraded to 10.5. I haven't!
by marioman at 1:31 PM EST on February 28, 2008
So what's this about some type of patch for Wario's Woods? Is that music modifier code for SPC ripping, or MP3 ripping? I know that some so-called "impossible" SPC rips have been done using patches. It would be nice if a patch like that were developed for Wario's Woods.

(Alternatively, it would also be nice if CS2 fixed in_snsf so it plays the Wario's Woods SNSF set properly.)

edited 1:38 PM EST February 28, 2008
by ugetab at 4:26 PM EST on February 28, 2008
Actually, I think the Wario's Woods set is still a little broken.

I'm not an SNSF ripper, but I applied NSF tactics to it anyways, and managed to at least get it working somewhat. I figured someone with more ability or knowledge could figure out what it is that's missing from the rip.

I know it's the set because I have an SNES9X version of the file with cheat codes to change the song played.
by KungFuFurby at 6:43 PM EST on February 28, 2008
I have a music modifier code for Ren and Stimpy: Veediots! to get all 10 pieces of music. I can also provide tagging information for the SNSF files, which include titles and composers. The code is 7E034B0x, where x is a value between 2 and A. Anything above A crashes the game.

The code works only after cueing the demo at the title screen, and it requires minor button mashing to keep it going, or else it fades out eventually, cueing the next demo.

Here's my tune identification of the codes:

0: Slience
1: Don't use - This silences the music. This would have been the Title Screen, but it appears the code fails to work.
2: Level Intro
3: Log Theme (This plays when you clear a level.)
4: The Boy Who Cried Rat
5: In The Army
6: Stimpy's Invention
7: Happy Happy Joy Joy (Occurs at the credits and the Continue? screen.)
8: Space Madness
9: Danger (This plays while you're in Stimpy's Mouth AKA Level 1 Part 2, and when you're starting Space Madness.)
A: Boss Theme

The composer for this stuff is Peter Stone.

As for Steel Talons, the music modifier code works only during a mission. There are 16 different values that work for the mission music until a wrap-around effect occurs, and they all play during the mission. 0 is just the synth bass, which means it is unused, while 1 through E are normally played music. F I'm not so sure about, but it still plays fine.

There are three other pieces of music in the game:

1. Title Screen (Also plays when you're choosing a mission.)
2. Main Menu (Also plays during the results of your mission, whether it be a failure or an ace.)
3. Mission Clear (Also plays when you get a high score and you enter your name.)

The composer is missing from this game because the credits are missing. I do not have the manual for this game either.

If anyone has a music modifier code for Wayne's World, I could use it. I have identified 11 pieces of music so far in the game, and I have ripped none due to the SFX.

That game has the composers as Peter Stone and Nick Eastridge.

Paperboy 2 doesn't really have a music modifier code. Why? There's only two pieces of music in the entire game (One being the generic in-game music, and the other playing at the Trainer Course)! This goes double for Pit Fighter with only one piece of music (Yes, I don't like that idea for a game like that.), and Relief Pitcher with three pieces of music (One being when you select a team, and the other being musical jingles. This is the only game I've seen to use actual annoucer vocals other than a few Japanese baseball games, which include Super Power League 2-4.).

All three games are missing composers because the credits are missing.

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