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Wonderboy (SMS) - Johnnyz
Post Posted: Sun Feb 06, 2005 1:53 am
This game has 4 hidden tracks not in his pack waiting to be processed.

RAM[C002] is a write trigger.
81
82
83
84 Hidden Track
85 Hidden Track
86
87
88
89
8A
8B Hidden Track
8C Hidden Track
8D + SFX
8E
8F
90 + SFX
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Re: Wonderboy (SMS) - Johnnyz
Post Posted: Sun Feb 06, 2005 1:51 pm
furanku wrote
This game has 4 hidden tracks not in his pack waiting to be processed.


I don't know this game well enough. Is anyone a Wonder Boy (1) expert ?
Did you play thru the arcade version to see if those songs are used?
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Satellite 7 (MKIII)
Post Posted: Mon Feb 07, 2005 12:55 am
RAM[CD00] is a write trigger.
$80+ values.

81 : Title Screen
83 : In Game Music
84 : Game Over
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Double Hawk (SMS)
Post Posted: Mon Feb 07, 2005 7:34 am
Here's an interesting one...It contains music from Cloud Master!

RAM[D003] is a write trigger.
$80+ values.

81 : Mt. Gogyo (Cloud Master)
82 : The Koh River (Cloud Master)
83 : Title Screen
84 : Ending (?)
89 : Stage Clear
8A : Round Start (Cloud Master)
8B : From Cloud Master, after completing a round


I'll probably work on this one...
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Re: Double Hawk (SMS)
Post Posted: Mon Feb 07, 2005 9:39 am
CRV wrote
Here's an interesting one...It contains music from Cloud Master!

Don't rip the Cloud Master music if it's not used in the game. Having unused music is good, having music from other games is silly.
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Just in case... hexadecimal
Post Posted: Mon Feb 07, 2005 9:48 am
This is a note for people using these hacks who aren't familiar with hexadecimal numbers.

Hexadecimal numbers count up from $00 to $09, but before they reach $10, they count through $0a, $0b, $0c, $0d, $0e, $0f. This is because it is a base-16 number system instead of the base-10 number system we normally use, so it has an extra 6 numbers. We use it in computer stuff because it matches computers better.

So, when you're writing music numbers, these are the numbers from $80 upwards:

$80 $81 $82 $83 $84 $85 $86 $87 $88 $89 $8a $8b $8c $8d $8e $8f
$90 $91 $92 $93 $94 $95 $96 $97 $98 $99 $9a $9b $9c $9d $9e $9f
$a0 $a1 $a2 $a3 $a4 $a5 $a6 $a7 $a8 $a9 $aa $ab $ac $ad $ae $af
$b0 $b1 $b2 $b3 $b4 $b5 $b6 $b7 $b8 $b9 $ba $bb $bc $bd $be $bf
$c0 $c1 $c2 ... and so on.
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Re: Double Hawk (SMS)
Post Posted: Mon Feb 07, 2005 3:57 pm
Maxim wrote
Don't rip the Cloud Master music if it's not used in the game. Having unused music is good, having music from other games is silly.

It's funny trivia though. Interesting.
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Alex Kidd in Shinobi World
Post Posted: Mon Feb 07, 2005 5:39 pm
RAM[DE03] is a write trigger.
$80+ values.


It's now possible to hear how the "Level Start" music goes on ($85). Someone might want to rip that, although you don't get to hear it in the game.
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Lucky Dime Caper, The
Post Posted: Mon Feb 07, 2005 8:05 pm
RAM[CC73] is a write trigger.
$80+ values.
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Teddy Boy
Post Posted: Mon Feb 07, 2005 8:14 pm
RAM[C080] is a write trigger.
$80+ values.
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Re: Alex Kidd in Shinobi World
Post Posted: Mon Feb 07, 2005 8:31 pm
Marc Klemp wrote
Alex Kidd in Shinobi World
RAM[DE03] is a write trigger.
$80+ values.

It's now possible to hear how the "Level Start" music goes on ($85). Someone might want to rip that, although you don't get to hear it in the game.

Erm... you do realise that's the game I hacked for the guide? There are hidden tracks too.
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Post Posted: Mon Feb 07, 2005 9:49 pm
Ooops! Now that was a bit un-cool.
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Bart vs. the World
Post Posted: Tue Feb 08, 2005 1:29 pm
This is not really a music hack. It is a hack to change the level allowing easier ripping of the music and may help others to find a real music hack to check for unused music. Maybe another thread with more general hacks should be made, or maybe these sort of things are not really interesting and should not be posted? If so, I'm sorry.

Change RAM address $C001 to $01, the game will increment RAM address $C000, change level to the value in $C000 and reset $C001 to $00.
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Cloud Master
Post Posted: Tue Feb 08, 2005 2:09 pm
RAM[DD03] is a write trigger.
$80+ values.
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Gain Ground
Post Posted: Tue Feb 08, 2005 2:20 pm
RAM[D003] is a write trigger.
$80+ values.
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Galactic Protector
Post Posted: Tue Feb 08, 2005 2:25 pm
Last edited by MarcK on Wed Feb 09, 2005 1:24 am; edited 1 time in total
RAM[DE02] is a write trigger.
$80+ values.


Use in conjunction with Maxim's pause button hack.
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Bubble Bobble
Post Posted: Tue Feb 08, 2005 2:40 pm
RAM[DC6B] is a write trigger for music.
RAM[DC6C] is a write trigger for sound effects.
Each takes $80+ values.
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Virtua Fighter Animation
Post Posted: Tue Feb 08, 2005 2:45 pm
RAM[DE03] is a write trigger.
$80+ values.
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Post Posted: Tue Feb 08, 2005 3:00 pm
This is very good!
Generally, if you knows the game a bit, try to find out what music is what. Providing a level select code/hack is also useful to help finding this out, so I think it is relevant in this thread.

Frustrating however that VGM packs cannot follow at this speed. I think some brainstorming has to be done (on another thread) on how to facilitate and improve the making of VGM packages.
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Michael Jackson's Moonwalker
Post Posted: Tue Feb 08, 2005 3:38 pm
Yes, I think that is a good idea.

RAM[DE03] is a write trigger.
$80+ values.
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Columns
Post Posted: Tue Feb 08, 2005 4:00 pm
RAM[DD03] is a write trigger.
$80+ values.
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Dr. Robotnik's Mean Bean Machine
Post Posted: Tue Feb 08, 2005 4:05 pm
RAM[C103] is a write trigger.

$81-$8B triggers music.
$8E->$91 triggers annoying beeps (noise).
$92+ triggers sound effects ($92 might be affected by trash data at the end).
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After Burner
Post Posted: Tue Feb 08, 2005 6:18 pm
Last edited by MarcK on Wed Feb 09, 2005 1:23 am; edited 1 time in total
RAM[DE03] is a write trigger.

$81-$86 triggers music.
$87-$91 triggers sound effects.
$93 triggers the sample "Get Ready!".

Use in conjunction with Maxim's pause button hack.
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Aerial Assault
Post Posted: Tue Feb 08, 2005 6:25 pm
RAM[D004] is a write trigger.

$81-$8F triggers music.
$90->$9D triggers sound effects.
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Air Rescue
Post Posted: Tue Feb 08, 2005 6:32 pm
RAM[D603] is a write trigger.

$81-$8D triggers music.
$8F->$AF triggers sound effects, except $A6 which represents silence.
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Zillion
Post Posted: Tue Feb 08, 2005 6:37 pm
RAM[C004] is a write trigger.

$81-$A6 triggers music and sound effects. I haven't tried all values in between so there might be some silent values.
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Zaxxon 3-D
Post Posted: Wed Feb 09, 2005 12:14 am
RAM[DD02] is a write trigger.

$81-$87 triggers music.
$87+ triggers sound effects.

Use in conjunction with Maxim's pause button hack.


I think it's quite obvious that all the games that have these easy-to-find music triggers with inital value $80 and with working triggers the three following bytes (e.g. $DD03->$DD05) use the same sound code. I think this indicates that there has been official development libraries available to programmers, contrary to popular beliefs(?) - or is this all games programmed by SEGA?
Lemmings, Alien 3 and Super Smash T.V. use the same engine as well - obviously because they are all programmed by Probe Software.

PS: I found out that the trigger for After Burner and possible a few other games was documented at jacko87's music hack site. I think it's best to have everything listed one place (this forum thread for example).
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VGM Commity
Post Posted: Wed Feb 09, 2005 10:13 am
Bock wrote
This is very good!
Generally, if you knows the game a bit, try to find out what music is what. Providing a level select code/hack is also useful to help finding this out, so I think it is relevant in this thread.

Frustrating however that VGM packs cannot follow at this speed. I think some brainstorming has to be done (on another thread) on how to facilitate and improve the making of VGM packages.


I would love to help
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Post Posted: Fri Feb 11, 2005 4:57 am
I also will try to make VGM packs faster using the hacks =P


I was going to use Shadow Dancer and Moonwalker hacks too, but if they're already finished, I'll not lose my time on it...
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Great Baseball [JP] (MKIII)
Post Posted: Fri Feb 11, 2005 7:43 am
Last edited by CRV on Fri Feb 11, 2005 9:12 am; edited 1 time in total
RAM[C600] is a write trigger.
$80+ values.

81 : Game Over
82-86 : Sound Effects
88-8F : Sound Effects
92 : Sound Effect
93 : Home Run
94 : Change
95 : Title Screen
96 : Play Ball


Package created and uploaded.
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Great Baseball (SMS)
Post Posted: Fri Feb 11, 2005 8:52 am
RAM[C000] is a write trigger.
$80+ values.

81 : Menu
82 : Victory!
83 : Menu
84 : Menu
85 : Menu
86 : Victory!
87 : Home Run
88 : Scoreboard
89-95 : Sound Effects
96-9B : Voices
9C-9D : Sound Effects


Package created and uploaded.
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You may copy the trigger points from my page
Post Posted: Sun Feb 13, 2005 7:15 am
houdy guys,

Back on page 4 of this thread Marc mentioned that all of the music trigger points should be kept in a common place. Just to let you guys know I don't care if you copy the trigger points from my page and paste them here. That was the purpose of the page anyway. So, please feel free to copy information from my music hack page.

Thanks

Jacko
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Post Posted: Sun Feb 13, 2005 11:51 pm
Here I come with offsets I found to choose the music in the RAM:

Rocky DE00 (found out in less than 1 minute ^_^)

Parlour Games: CE02

Shadow Dancer: DE85

Galaxy Force: DE83

Akidd BMX: D002

I think it may be a good idea to add to the vgm list if the games have been tested for hidden tracks, and if they have, and if these tracks have been ripped (many if's, huh? ^^)
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Post Posted: Mon Feb 14, 2005 11:23 am
Here I come with some new hacks. All are $80+ values, except André Agassi Tennis, which is $00+

Alex Kidd: The lost Stars D002
Alien Storm DE03
Altered Beast DF03
American Baseball D003
André Agassi Tennis C102
Ashura / Rambo DC00
Assault City D004
Astérix DC03
Astro Flash (SC-3000) DE00

I think a list of all the hacks should be made for an easier search.
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Astro Flash is a SMS game! (OT)
Post Posted: Mon Feb 14, 2005 6:52 pm
Hroþgar SCRB wrote
Astro Flash (SC-3000) DE00


Thanks to "Good"SMS people are being mistaken. Astro Flash is a SMS game (it is none other than the Japanese version of Transbot).

Quote
I think a list of all the hacks should be made for an easier search.


Will be done later. Now what's really needed are proper VGM packs :)
I know I must improve the interface to the forum search engine. I will do that.
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Re: Astro Flash is a SMS game! (OT)
Post Posted: Tue Feb 15, 2005 10:22 am
Bock wrote
Quote
I think a list of all the hacks should be made for an easier search.

Will be done later.

It's done now :) Please post results in this thread, but keep discussion in here.
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Re: Astro Flash is a SMS game! (OT)
Post Posted: Tue Feb 15, 2005 10:37 pm
Maxim wrote
Bock wrote
Quote
I think a list of all the hacks should be made for an easier search.

Will be done later.

It's done now :) Please post results in this thread, but keep discussion in here.


Wow, now that's what I'd call efficiency ;)
Thanks!
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Advanced music engine hack - maxim
Post Posted: Sun Jul 31, 2005 4:27 am
I get an error trying to do what you said in tutorial: Advanced music engine hacking

Quote

Another technique would be to edit the function at $0018 to read

ld a,xx E3 XX
call $02d7 (CD D7 02)

which would override the parameter passed with a constant value which is easy to modify in the memory editor.


I hacked the rom like this and got a no-music game just fx.

I replaced call $02d7 for

jp $02d7 (C3 D7 02)

and it worked!! In $0019 I could type the music code I want and listen in the next music change.

Did I make any mistake with call? I don't think so.

Anyway, it's a nice tutorial.

Best regards, Maxim.
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Re: Advanced music engine hack - maxim
Post Posted: Sun Jul 31, 2005 9:36 pm
probert wrote
I get an error trying to do what you said in tutorial: Advanced music engine hacking


D'oh. That's what happens when you write something and don't actually try it out... I'll fix it up sometime.
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Shinobi
Post Posted: Wed Mar 08, 2006 11:23 pm
I found this one while trying some stuff...
00DE03 (80-89)

89+ is a faster version of the first in-game music, I don't know if it's used or not.
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