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If you followed the previous guide, you should be familiar with basic use of the Cheat Finder, the Memory Editor, proper use of the Memory Trigger, and starting/stopping a vgm log. If not, you can review it here.
So how would someone with a bit more experience log a vgm track? They would use better methods.
First off, all available information should be searched beforehand. It will help everything in the long run.
Normally, you would look up the game's page for all available info. The most important page is the Main Page. If a vgm pack already exists, you will find it on this page. You should also check the cheats page to see if the game has a known cheat, specifically a sound test. In this case, we will only be logging one track, using various different methods. Although not relevant to this exercise, check this page and review the Soundtrack, Credits, and Cheats sections. You should do this before working on any pack. You should also search the development section, and the Music Forum. Sometimes there will be information in older posts concerning the game you are working on. It may save you a lot of time to do a little sleuthing beforehand.
In fact, there was nothing "wrong" with the method mentioned in the previous section. However, there are a few "mistakes" that were made in the original instructions, all of which ultimately relate to information.
The Good points:
Among the "mistakes" made:
In a bit more detail, The Alt+V hotkey was not used to start/stop the vgm log(if you have the suggested version of MEKA). Nor was the emulator paused (F12) before starting the log. The speed of the emulator was not sped up to make logging the track less time consuming. We will go through what a more typical logging instance should look like.
Before continuing, we should address one possible issue that might negatively affect the track you logged. If you followed the instructions, your vgm should not have this issue, however if you neglected to set the trigger to $80 before you started logging, then your log has an issue that you should be aware of, even though it will not negatively affect your work. If interested, see Silence is not empty.
Let's log the same track again.
This time, we will go through the same process, but log the track a bit more skillfully.
You have now logged the vgm, in a fraction of the time. You may name the files for ID/Game Use if you know them.
This process featured the following improvements.
If you would like to learn alternative ways of controlling the game, and slightly more sophisticated strategies, see Advanced Methods.
One last thing to address before we move on is the fact that the vgm format is not a live format. There is no advantage to treating it as if you were recording a live event. To understand a bit of why this process works, you might want to read this page.
We will continue to Trimming.