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View topic - Sorted list of memory trigger hacks for music

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Sorted list of memory trigger hacks for music
Post Posted: Mon Feb 14, 2005 2:09 pm
Last edited by Maxim on Tue Sep 21, 2010 7:21 am; edited 7 times in total
Edit:

I've moved the list to our wiki:

http://www.smspower.org/Development/MemoryHacks

Anyone with a forum login can edit the page to add new items to the list. It should be fairly easy to understand how it works. If it's too hard, then post here and someone else can do it for you.

--------------------

Here is a list of all music hacks currently available. Please post any new hacks in this thread; I will add them to this list and then delete your post, whenever I find the time (or another admin can do it). Discussion should go in the other hacks thread, and will be moved from here.

Please also post games that you haven't been able to hack, or games that you have confirmed do not have a "write trigger" music hack.

Note that when more than one person submitted the same hack, I chose the one with more information, or randomly.

This list does not record which ones have already been used to create VGM packs, or to check for unused/hidden music. I might add that later, if enough people report in information :)

You may want to maximise your browser width/make the text smaller to make it readable.

A lot of games have music triggers at multiple consecutive addresses, but I'm only noting one.

[info was here...]
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Post Posted: Wed Nov 05, 2008 10:26 pm
[hacks added to wiki]

This Rastan trigger opened my mind for new searches, maybe some FF points near a lot of variables moving can mean music change =P
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Post Posted: Thu Nov 06, 2008 9:57 pm
Johnnyz wrote
maybe some FF points near a lot of variables moving can mean music change =P

I think it is unlikely to be a strong indicator of anything...
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Post Posted: Fri Nov 07, 2008 1:29 am
even if ...in another Taito game? +_+
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Post Posted: Fri Nov 07, 2008 1:56 am
Regarding the wiki menu, it's overlapping the music hack table and adding attributes like width=100% for the inner table was of no avail, cause the total width seems fixed...
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Post Posted: Fri Nov 07, 2008 5:26 am
; Alien 3 music hack
[mekacrc:2C339F1D709F32A4]
ROM[3EEC6]=CD,F0,7F ; replace: ld ($dcc9),a with: call $7ff0
ROM[7FF0]=3E,4C,32,C9,DC,C9 ; ld a,nn <---- change second number ; ld ($dcc9),a ; ret
;00 Silence (ie. don't bother trying it)
;01-04 20th Century Fox music (unused)
;05-0E Intro/title screen
;0F-10 Unused Level Complete
;11 Game Over
;12 Level start
;13 Time Over
;14-1D Level 1-2-3
;1E-2F Level 4-5-6
;30-3B Level 10-11-12
;3C-43 Level 7-8-9-13-14-15
;44-47 High Score
;48-4B Hostages Dying
;4C-?? Ending


found this in my newer computer =P got the DCC9 from this, but it rarely works to change music, the looping tracks seem to have a big problem stopping all 4 channels, but maybe the non-looping ones (11, 12 and 13) can do the work ... and oh, all musics have to be played from the beginning, the first number, or else one or more tracks go mute =P (the hack works better than the memory trigger... even starting and exiting the emulator all the time)
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Post Posted: Fri Nov 07, 2008 7:53 am
Johnnyz wrote
even if ...in another Taito game? +_+

Well, maybe. If it's part of the music RAM section then it could be a "signature" of the music engine, but there's not necessarily any guarantee about what memory looks like when you compile the same code twice.

Niloct wrote
Regarding the wiki menu, it's overlapping the music hack table and adding attributes like width=100% for the inner table was of no avail, cause the total width seems fixed...

I'll take a look. it renders great in Firefox, not so much in IE, and there's a little problem in Chrome.

Johnnyz wrote
; Alien 3 music hack
[mekacrc:2C339F1D709F32A4]
ROM[3EEC6]=CD,F0,7F ; replace: ld ($dcc9),a with: call $7ff0
ROM[7FF0]=3E,4C,32,C9,DC,C9 ; ld a,nn <---- change second number ; ld ($dcc9),a ; ret
;00 Silence (ie. don't bother trying it)
;01-04 20th Century Fox music (unused)
;05-0E Intro/title screen
;0F-10 Unused Level Complete
;11 Game Over
;12 Level start
;13 Time Over
;14-1D Level 1-2-3
;1E-2F Level 4-5-6
;30-3B Level 10-11-12
;3C-43 Level 7-8-9-13-14-15
;44-47 High Score
;48-4B Hostages Dying
;4C-?? Ending

I remember hacking this game :) It doesn't use a trigger, it calls a function to change the music. These sequential music "patterns" are a common signature of Matt Furniss' music engines.
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Post Posted: Sun Nov 09, 2008 7:03 am
Johnnyz wrote
(the hack works better than the memory trigger... even starting and exiting the emulator all the time)

You can use the memory editor to change values in realtime without restarting the emulator all the time, by the way.
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Post Posted: Mon Sep 20, 2010 5:25 pm
I have found a sound hack from Solomon no Kagi!

There a screenshot explaining my operation. Now, with this Memory Hack, these game is my next VGM Rip!

Have Fun!
Solomon no Kagi - Oujo Rihita no Namida (Japan)-001.png (67.63 KB)
Screenshot Explantion from Solomon no Kagi Sound Memory Hack
Solomon no Kagi - Oujo Rihita no Namida (Japan)-001.png

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Post Posted: Mon Jun 27, 2011 4:33 pm
I can't believe I never documented the hack to play the hidden song $A3 in Sonic Triple Trouble.
Take the attached savestate (RAR'd to save space), and change byte 7253 (decimal) from $A2 to $A3.

(the song won't start naturally, but it will become available in the Sound Test, so press 1 or 2 to play it)
Sonic the Hedgehog - Triple Trouble (UE).rar (7.78 KB)
Sonic Triple Trouble - Sound Test Savestate

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