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Topics - Dracula X

Pages: [1] 2
1
ROM Hacking Discussion / MMC3 & MMC5 Bankswitch Bugfix Code
« on: November 12, 2017, 02:50:37 pm »
I fixed one for MMC5 and I also fixed the one for MMC3 as well when I notice the bug in The Guardian Legend. Here it is:

Code: [Select]
mmc3bankswitch:
php
asl
pha
lda #$86 ;might be another number for another game
sta $8000
pla
sta $8001
ora #$01
pha
lda #$87 ;might be another number for another game
sta $8000
pla
sta $8001
plp
rts

Code: [Select]
mmc5bankswitch:
php
asl
ora #$80
sta $5115
plp
rts

Thanks to FCEUX!

2
ROM Hacking Discussion / Mapper Conversions Issues Question [SOLVED]
« on: October 16, 2017, 10:29:48 am »
While converting to a different mapper, have anyone ran into a glitch when something thats not supposed to happened?

The Guardian Legend for example:
In flying mode, the player jumps to the top of the screen. This happened's on corridor 16 and the green commet diddn't appear from the start and the commet generator didn't appear. This happened's on corridor 0. This happened on mapper MMC3 and MMC5.

This might happens on other games too and for MMC5, it won't work on most emulators as well. Do we have to reprogram some of the codes to fix this issue?

3
This is the only issue that I have while I converted the mapper 5 MMC5. It doesn't happen in the original mapper UNROM. Is there a way to fix this issue in MMC5? In the Debug on FCEUX, I checked on "Break on Bad Opcodes" and it pointed out at address, $1f838, $f828:
Code: [Select]
STA $0500,X @ $0518 = #$A0
https://youtu.be/W56QAUcgyl0

I don't know why that happens!

4
ROM Hacking Discussion / TechnoSoft Sound Driver Music Hacking
« on: June 18, 2017, 01:43:36 pm »
This is for all TechnoSoft music sound drivers for Sega Genesis versions.

I have made a musi hacking guide and thanks for someone for the indo on what most of the stuff does but I still need more info on most of them since I don't understand music stuff that well. Here is the guide that I made and it's almost complete: http://datacrystal.romhacking.net/wiki/THUNDER_FORCE2:Tutorials

I also managed to find music data in the Sharp X68000 Version and the info is in the music hacking guide and it's still in progress now.

In the Sega Genesis versions, you can port any music from any TechnoSoft games to another without doing all that work unlike most sound drivers.

I also need to know what the Coordination flags does. I'm hacking Thunder Force II now by restoring one of the music and it almost complete but I need to know how to get rid the fadeout speed and have the music repeat the track. Thats all and I have the source code too that I made by hand.
Thanks!

5
Programming / Question about making my own music tracker for NES games?
« on: December 26, 2016, 11:42:56 pm »
I'd like to know which program do I need to get start, Visual Basic, C#, C++ or MFC? Thanks! I'm a fast learner at this type of stuff.

6
ROM Hacking Discussion / The Guardian Legend UNROM to MMC5 Hack
« on: September 12, 2016, 03:14:44 am »
This is my very first mapper conversion hack of "The Guardian Legend" UNROM to MMC5.

Now you can use free RAM space from $5c00 to $5fff and $6000 to $7fff for cool or new stuff.

Bankswitching is included.

https://www.sendspace.com/file/u1nro3

Credits is in the Readme.

Have fun!

7
ROM Hacking Discussion / Bankswitching in UNROM
« on: August 26, 2016, 10:19:40 pm »
So I finally know how to bankswitch in UNROM but the tricky part is where to put the code in a new location. It could be reprogram the whole code or some. How I found out where to put the new code is to use the code/data/logger to find out where to put the code at that's highlited in "Dark-yellow - the byte is code" in Hex Viewer while the code is finished logging.

8
ROM Hacking Discussion / Mega Man 3 Sound Driver Update 7/27/2016
« on: July 26, 2016, 01:09:54 pm »
Something that I like to share with Mega Man music hackers:

https://www.sendspace.com/file/tqsab8

The sound driver is included and ready to be assembled.

The only song that's included is Stage Select from Mega Man 3.

cc65 6502.

Thanks to za909 for Making Mega Man 3-6 music guide!

9
Programming / code/data/logger on BizHawk
« on: March 23, 2016, 01:02:55 pm »
I'm not sure where to put this topic but anyway,

BizHawk emulator now have a code/data/logger for Sega Genesis and Super Nintendo. I haven't test out the other systems yet. The only thing that's not working on the code/data/logger is the Dissambley menu.

10
ROM Hacking Discussion / Monster Party Music Hacking Tutorial NES
« on: February 24, 2016, 08:13:44 pm »
Monster Party Music Hacking Notes
2/21/2016

Code: [Select]
Notes:
C-2: 00 20 40 60 80 A0 C0 E0
C#2: 01 21 41 61 81 A1 C1 E1
D-2: 02 22 42 62 82 A2 C2 E2
D#2: 03 23 43 63 83 A3 C3 E3
E-2: 04 24 44 64 84 A4 C4 E4
F-2: 05 25 45 65 85 A5 C5 E5
F#2: 06 26 46 66 86 A6 C6 E6
G-2: 07 27 47 67 87 A7 C7 E7
G#2: 08 28 48 68 88 A8 C8 E8
A-2: 09 29 49 69 89 A9 C9 E9
A#2: 0A 2A 4A 6A 8A AA CA EA
B-2: 0B 2B 4B 6B 8B AB CB EB
C-3: 0C 2C 4C 6C 8C AC CC EC
C#3: 0D 2D 4D 6D 8D AD CD ED
D-3: 0E 2E 4E 6E 8E AE CE EE
D#3: 0F 2F 4F 6F 8F AF CF EF
E-3: 10 30 50 70 90 B0 D0 F0
F-3: 11 31 51 71 91 B1 D1 F1
F#3: 12 32 52 72 92 B2 D2 F2
G-3: 13 33 53 73 93 B3 D3 F3
G#3: 14 34 54 74 94 B4 D4 F4
A-3: 15 35 55 75 95 B5 D5 F5
A#3: 16 36 56 76 96 B6 D6 F6
B-3: 17 37 57 77 97 B7 D7 F7


Effect list:
? 18 38 58 78 98 B8 D8 F8
? 19 39 59 79 99 B9 D9 F9
? 1A 3A 5A 7A 9A BA DA FA
? 1B 3B 5B 7B 9B BB DB FB
? 1C 3C 5C 7C 9C BC DC FC
? 1D 3D 5D 7D 9D BD DD FD ;Tone color & Volume, xx,yy
? 1E 3E 5E 7E 9E BE DE FE
? 1F 3F 5F 7F 9F BF DF FF

I'm testing out the effect list to see what it does but the notes are complete. The notes is based off of famitrcker and the hex numbers are based off of the game. Thanks to CAPCOM1990 sound engine and Mega Man 3-6 music hacking guide. Someone who understand music might know what it does.

11
ROM Hacking Discussion / [GEN] Streets of Rage 2 BGM Location in ROM
« on: November 03, 2015, 01:38:10 am »
With the help of Exodus, I was able to find the right location for the BGM and SFX. Voice samples is in the Z80 area.

Streets of Rage 2

$42BCE - BGM 00 Go Straight
$43952 - BGM 01 Go Straight remix
$440F8 - BGM 02 Never Return Alive
$44C96 - BGM 03 In the Bar
$455D2 - BGM 04 In the Bar slow version
$45F1C - BGM 05 Slow Moon
$4761E - BGM 06 Jungle Base
$4806E - BGM 07 Spin on the Bridge
$4935E - BGM 08 Too Deep
$49DC0 - BGM 09 Litle Money Avenue
$4AB1A - BGM 10 SOR Super Mix
$4B5FC - BGM 11 Level Complete
$4B95E - BGM 12 Wave 131
$4B9C2 - BGM 13 Max Man
$4C70A - BGM 14 Dreamer
$4D322 - BGM 15 Under Logic
$4E0F8 - BGM 16 Never Return Alive Stage 1
$4E15C - BGM 17 Revenge of Mr.X
$4EE3A - BGM 18 Alien Power
$4FA84 - BGM 19 Expander
$502F4 - BGM 20 Ready Funk Ship
$50B88 - BGM 21 Ready Funk Truck
$519EE - BGM 22 Player Select
$520CA - BGM 23 Game Over
$527A4 - BGM 24 Back to the Industry
$52BFA - BGM 25 Good Ending

SFX Breakdown from:
$42A4E - $42B2A

12
ROM Hacking Discussion / [NES] Music Hacking Notes
« on: October 15, 2015, 12:09:00 pm »
You can delete this topic now!

I changed it to NES music hacking because I might be able to do this for all NES games.

For those who understand music, here's what I did so far:


Dragon Warrior II
10/14/2015
This is in the ROM file:

Code: [Select]
00 - C#2
01 - D-2
02 - D#2
03 - E-2
04 - F-2
05 - F#2
06 - G-2
07 - G#2
08 - A-2
09 - A#2
0A - B-2
0B - C-3
0C - C#3
0D - D-3
0E - D#3
0F - F-3
10 - F#3
11 - G-3
12 - G#3
13 - A-3
14 - A#3
15 - B-3
16 - C-4
17 - C#4
18 - D-4
19 - D#4
1A - E-4
1B - F-4
1C - F#4
1D - G-4
1E - G#4
1F - A-4
20 - A#4
21 - B-4
22 - C-5
23 - C#5
24 - D-5
25 - D#5
26 - E-5
27 - F-5
28 - G-5
29 - G#5
2A - A-5
2B - A#5
2C - B-5
2D - C-6
2E - C#6
2F - D-6
30 - D#6
31 - E-6
32 - F-6
33 - F#6
34 - G-6
35 - G#6
36 - A-6
37 - A#6
38 - B-6
39 - C-7
3A - C#7
3B - D-7
3C - D#7
3D - E-7
3E - F-7
3F - F#7
40 - G-7
41 - G#7
42 - A-7
43 - A#7
44 - B-7
45 - C-8
46 - C#8
47 - D-8
48 - D#8

The music is located in Bank 03 from $C000 to $FFFF in MMC1.


10/15/2015
Here's one for Dragon Warrior I in the ROM file:

Code: [Select]
80 - C-1
81 - C#1
82 - D-1
83 - D#1
84 - E-1
85 - F-1
86 - F#1
87 - G-1
88 - G#1
89 - A-1
8A - A#1
8B - B-1
8C - C-3
8D - C#2
8E - D-2
8F - D#2
90 - E-2
91 - F-2
92 - F#2
93 - G-2
94 - G#2
95 - A-2
96 - A#2
97 - B-2
98 - C-3
99 - C#3
9A - D-3
9B - D#3
9C - E-3
9D - F-3
9E - F#3
9F - G-3
A0 - G#3
A1 - A-3
A2 - A#3
A3 - B-3
A4 - C-4
A5 - C#4
A6 - D-4
A7 - D#4
A8 - E-4
A9 - F-4
AA - F#4
AB - G-4
AC - A#4
AD - G-4
AE - G#4
AF - B-4
B0 - C-5
B1 - C#5
B2 - D-5
B3 - D#5
B4 - E-5
B5 - F-5
B6 - F#5
B7 - G-5
B8 - G#5
B9 - A-5
BA - A#5
BB - B-5
BC - C-6
BD - C#6
BE - D-6
BF - D#6
C0 - E-6
C1 - F-6
C2 - F#6
C3 - G-6
C4 - G#6
C5 - A-6
C6 - A#6
C7 - B-6
C8 - C-7

The music is located in Bank 01 from $4000 to $7FFF in MMC1.

Thanks to FCEUX, Famitracker & OpenMPT!

13
Programming / x6502 Ricoh 2A03 Disassembler
« on: September 10, 2015, 01:31:23 pm »
I'm not sure where to put this topic at so anyway, I'm not sure that this program isn't working for me. Have anyone else got this program to work? I thought it was Windows 10 problem.

14
ROM Hacking Discussion / Mapper Converter Question
« on: August 16, 2015, 06:15:09 pm »
Before I buy it, do I need "USB copyNES" to convert mappers?

15
ROM Hacking Discussion / The Guardian Legend Bank Switching UNROM
« on: July 24, 2015, 02:10:29 pm »
While I was practicing on placing bank 0 to bank 7, I was able to bank switch the whole thing into a new bank.

Code: [Select]
__d705:     sta $04            ; $d705: 85 04
            tya                ; $d707: 98       
            pha                ; $d708: 48       
            ldy $04            ; $d709: a4 04     
            lda __fff2,y       ; $d70b: b9 f2 ff 
            sta __fff2,y       ; $d70e: 99 f2 ff 
            pla                ; $d711: 68       
            tay                ; $d712: a8       
            rts                ; $d713: 60       

;-------------------------------------------------------------------------------
__d714:     pha                ; $d714: 48        Bank0
            lda #$00           ; $d715: a9 00     
            sta $04            ; $d717: 85 04     
            lda __fff2         ; $d719: ad f2 ff 
            sta __fff2         ; $d71c: 8d f2 ff 
            pla                ; $d71f: 68       
            rts                ; $d720: 60       

;-------------------------------------------------------------------------------
            pha                ; $d721: 48        Bank1
            lda #$01           ; $d722: a9 01     
            sta $04            ; $d724: 85 04     
            lda __fff3         ; $d726: ad f3 ff 
            sta __fff3         ; $d729: 8d f3 ff 
            pla                ; $d72c: 68       
            rts                ; $d72d: 60       

;-------------------------------------------------------------------------------
            pha                ; $d72e: 48        Bank2
            lda #$02           ; $d72f: a9 02     
            sta $04            ; $d731: 85 04     
            lda __fff4         ; $d733: ad f4 ff 
            sta __fff4         ; $d736: 8d f4 ff 
            pla                ; $d739: 68       
            rts                ; $d73a: 60       

;-------------------------------------------------------------------------------
__d73b:     pha                ; $d73b: 48        Bank3
            lda #$03           ; $d73c: a9 03     
            sta $04            ; $d73e: 85 04     
            lda __fff5         ; $d740: ad f5 ff 
            sta __fff5         ; $d743: 8d f5 ff 
            pla                ; $d746: 68       
            rts                ; $d747: 60       

;-------------------------------------------------------------------------------
__d748:     pha                ; $d748: 48        Bank4
            lda #$04           ; $d749: a9 04     
            sta $04            ; $d74b: 85 04     
            lda __fff6         ; $d74d: ad f6 ff 
            sta __fff6         ; $d750: 8d f6 ff 
            pla                ; $d753: 68       
            rts                ; $d754: 60       

;-------------------------------------------------------------------------------
__d755:     pha                ; $d755: 48        Bank5
            lda #$05           ; $d756: a9 05     
            sta $04            ; $d758: 85 04     
            lda __fff7         ; $d75a: ad f7 ff 
            sta __fff7         ; $d75d: 8d f7 ff 
            pla                ; $d760: 68       
            rts                ; $d761: 60       

;-------------------------------------------------------------------------------
__d762:     pha                ; $d762: 48        Bank6
            lda #$06           ; $d763: a9 06     
            sta $04            ; $d765: 85 04     
            lda __fff8         ; $d767: ad f8 ff 
            sta __fff8         ; $d76a: 8d f8 ff 
            pla                ; $d76d: 68       
            rts                ; $d76e: 60

When I was doing something at this code $d714, I changed:

Code: [Select]
lda #$00to
Code: [Select]
lda #$07
It will load the whole bank to bank 7. At the end of each bank file except for the fixed bank, you will see a bank number. In the first bank at $bfff I changed 00 to 07 in the new bank.

Now I'm trying to figure out how to use this code in bank 3 to bank 7?
Code: [Select]
__923e:     ldy $51            ; $923e: a4 51     
            lda __9168,y       ; $9240: b9 68 91

Code: [Select]
__9168:     .hex 03 03 03 06   ; $9168: 03 03 03 06   Data
            .hex 06 03 03 06   ; $916c: 06 03 03 06   Data
            .hex 03 06 03 16   ; $9170: 03 06 03 16   Data
            .hex 03 06 06 16   ; $9174: 03 06 06 16   Data
            .hex 03 16 03 16   ; $9178: 03 16 03 16   Data
            .hex 03 06 06      ; $917c: 03 06 06      Data
That's the corridor boss music.
Thanks!

16
ROM Hacking Discussion / Help for The Guardian Legend ROM
« on: April 22, 2015, 01:29:03 am »
I'm still new to NES 6502 and I'd like to know how do I change this:

Code: [Select]
Music Data for Adventure Mode:

Lbl_ef16:
.byte $09,$07,$07,$02,$02,$07,$0d,$07,$02,$0d,$0e

Into this:
Code: [Select]
Lbl_ef16:
.byte $09,$07,$07,$02,$02,$07,$0d,$07,$02,$0d,$0e,$09,$07,$07,$02,$02,$07,$0d,$07,$02,$0d,$0e

I'd like to add that into another bank with all the free space will be available. How do I do this? Thanks!

Info on this code:
Area 0 $09
Area 1 $07
Area 2 $07
Area 3 $02
Area 4 $02
Area 5 $07
Area 6 $0D
Area 7 $07
Area 8 $02
Area 9 $0D
Area 10 $0E

17
This thread is for Thunder Force II for Sega Genesis. X68000 version got me interested of hacking this game.
Thunder Force II

Z80 Bank $78000
Music ID Z80 Pointer ROM Pointer Song Name
00 Music 1 $0100 Knights of Legend
01 Music 2 $10E7 Exceed
02 Music 3 $175F Take Strict Precautions
03 Music 4 $1B24 $79B24 Illusion
04 Music 5 $22AB Irrevocable Dream
05 Music 6 $2A5C A Ray of Hope
06 Music 7 $3100 Cruise Control
07 Music 8 $340C Cloud of Dust
08 Music 9 $391C Death Face's
09 Music 10 $4295 Big na Okata 1
0A Music 11 $467B Big na Okata 2
0B Music 12 $4914 Big na Okata 3
0C Music 13 $4CB7 Big na Okata 5
0D Music 14 $4F39 Big na Okata 6
0E Music 15 $5326 The Wind Blew All Day Long
0F Music 16 $586B $7D86B Mission 2
10 Music 17 $5C23 $7DC23 Stage Clear
11 Music 18 $5DF9 Game Over
12 Music 19 $6011 Take Off One's Gloves (Ending Theme)
13 Music 20 $6E1C Tan Tan Ta Ta Ta Tan
14 Music 21 $708F $7F08F Big na Okata 4

Z80 main header:
$00
$01 Volume
$02 Tempo modifier.
$03 Pitch modifier.
$04 ?
$05 ?

Configuration Mode:
FFFF9824 - Stage ???
FFFF982E - Rank
FFFF9828 - Stock
FFFF9BBE - Shot
FFFF982A - Music
FFFF982C - Sound

Game Mode:
FFFF99E8 - Weapon
FFFF981C - Lives
FFFF8026 - Invincible
FFFF9A1E - How much time to complete the top view stage for a better score.

Configuration Mode Text Hacking:
Video RAM:
90=0
91=1
92=2
93=3
94=4
95=5
96=6
97=7
98=8
99=9
A0=Blank Space
A1=A
A2=B
A3=C
A4=D
A5=E
A6=F
A7=G
A8=H
A9=I
AA=J
AB=K
AC=L
AD=M
AE=N
AF=O
B0=P
B1=Q
B2=R
B3=S
B4=T
B5=U
B6=V
B7=W
B8=X
B9=Y
BA=Z
BB=Ship
BC=x

Level Data?:
dword_20002: dc.l $96, $2847, $28DD, $23EA; 0 Stage 1 The skies overhead
dc.l $4CC7, $103D, $5D04, $BE3; 4 Stage 2 Inside of an enemy port
dc.l $68E7, $1E81, $8768, $1F0F; 8 Stage 3 Skyscrapers
dc.l $A677, $E31, $B4A8, $14FD; $C Stage 4 Highway
dc.l $C9A5, $16C9, $E06E, $2A4E; $10 Stage 5 A cave
dc.l $10ABC, $147B, $11F37, $DF6; $14 Stage 6 Inside an abandoned pipe
dc.l $12D2D, $262C, $15359, $1CE3; $18 Stage 7 Statues
dc.l $1703C, $2051, $1908D, $14DD; $1C Stage 8 Inside the ruins
dc.l $1A56A, $1DE1, $1C34B, $2FF2; $20 Stage 9 The final confrontation

Updated at 1:07am
sub_61EC - PrepareMusic1
sub_6216 - PrepareMusic2
sub_625A - PlayMusicExec
sub_6276 - PlayMusic
sub_62D8 - PlaySound1 (with priority management)
sub_62FE - PlaySound2 (without priority management)
sub_631C - ExecuteSoundRequest
sub_6472 - PlayVoice

Updated at 1-24-2015 9:55PM ct.
Boss Stuff:
This is located from loc_7940.
Boss HP
Stage 2
Mini Boss HP: 640
RAM - 8A0C
Boss HP: 2710
RAM - 8A0C
-----------------------------------
Stage 4
Mini Boss HP: 7D0
RAM - 8A0C
Boss HP: FA0
RAM - 8E0C
-----------------------------------
Stage 6
Mini Boss HP: 8C0
1. RAM - 8C8C
2. RAM - 8DAC
Boss HP: 1388
RAM - 8D0C
-----------------------------------
Stage 8
Mini Boss HP: C50
RAM - 8A4C
Boss HP: 2710
RAM - 8E0C

Updated at 4:31pm ct on 1-31-2015
Weapon Select
Top View
RAM
99EA:FF - Laser
99EB:FF - Wide Shot
99EC:FF - Five Wave
99ED:FF - Destory
99EE:FF - Clash
99EF:FF - Hunter
9A00:00XX
00 - No Claws
01 - 1 Claw
02 - 2 Claws
-----------------------------------
Side View
RAM
99F6:FF - Laser
99F7:FF - Mega Flash
99F8:FF - Wave Shot
99F9:FF - Side Blaster
99FA:FF - Nova
99FB:FF - Hunter
99FE:FFFF - Claw & Roll Timer
9A04:00XX
00 - No Claws
01 - 1 Claw
02 - 2 Claws
----------------------------------
More Boss Stuff
RAM
9A3C:00XX
00 - No Boss
01 - Boss Appears
02 - Boss Defeated
----------------------------------
9A84:0004 - How many defense systems are left in top view stages

18
Music and Voice Locations for Thunder Force Series for Mega Drive

Thunder Force II

Music are located in Z80 Bank $78000

Music      Z80 Pointer   ROM Pointer      Song Name
00 Music 00   $0100               Knights of Legend
01 Music 01   $10E7               Exceed
02 Music 02   $175F               Take Strict Precautions
03 Music 03   $1B24      $79B24         Illusion
04 Music 04   $22AB               Irrevocable Dream
05 Music 05   $2A5C               A Ray of Hope
06 Music 06   $3100               Cruise Control
07 Music 07   $340C               Cloud of Dust
08 Music 08   $391C               Death Face's
09 Music 09   $4259               Big na Okata 1
0A Music 0A   $467B               Big na Okata 2
0B Music 0B   $4914               Big na Okata 3
0C Music 0C   $4CB7               Big na Okata 5
0D Music 0D   $4F39               Big na Okata 6
0E Music 0E   $5326               The Wind Blew All Day Long
0F Music 0F   $586B      $7D86B         Mission 2
10 Music 10   $5C23      $7DC23         Stage Clear
11 Music 11   $5DF9               Game Over
12 Music 12   $6011               Take Off One's Gloves (Ending Theme)
13 Music 13   $6E1C               Tan Tan Ta Ta Ta Tan
14 Music 14   $708F      $7F08F         Big na Okata 4

Voices are located in Z80 Bank $70000

Voices from $0000-$0046

Voice 1 Example
Z80 Pointer - $0000
Pointer of the voice - $0100 - ? $0D7F - ? $002B
--------------------------------------------------------------------------------------------------------
Thunder Force III

Music are located in Z80 Bank $78000

00 Music 00   $0020               Back To The Fire (Hydra)
01 Music 01   $0D6F               Venus Fire (Gorgon)
02 Music 02   $1953               The Grubby Dark Blue (Seiren)
03 Music 03   $26B5               Truth (Haides)
04 Music 04   $3088               Final Take A Chance (Ellis)
05 Music 05   $3981               His Behavior Inspired Us With Distrust (Cerberus)
06 Music 06   $47DE               Hunger Made Them Desperate (Orn Base)
07 Music 07   $5462               Final Moment (Orn Core)
08 Music 08   $5A3E               Gargoyle Boss
09 Music 09   $6144               Twin Vulcan Boss
10 Music 0A   $653B               King Fish Boss
11 Music 0B   $69E4               G Lobster Boss

Music are located in Z80 Bank $70000

12 Music 00   $0020               Mobile Fort Boss
13 Music 01   $047F               Off Luck (Orn Base Boss)
14 Music 02   $0795               Be Menaced By Orn (Orn Core Boss)
15 Music 03   $0EA8               The Wind Blew All Day Long (Opening Theme)
16 Music 04   $14B2               Beyond The Peace (Stage Select)
17 Music 05   $1A1A               Stage Clear
18 Music 06   $1BB3               Continue
19 Music 07   $2036               Game Over
20 Music 08   $22F3               A War Without The End (Ending Theme)
21 Music 09   $26EB               Present (Staff Roll)

Voices are located in Z80 Bank $70000

Voices from $0000-$0046

Voice 1 Example located at $73478
Z80 Pointer - $3478
Pointer of the voice - $0050 - ? $0898 - ? $002B
--------------------------------------------------------------------------------------------------------
Thunder Force IV

Music are located in Z80 Bank $78000

00 Music 00   $0040               Fighting Back (Strite Part 1)
01 Music 01   $0AAC               Space Walk (Ruin Part 1)
02 Music 02   $11FA               The Sky Line (Air Raid Part 1)
03 Music 03   $19F3               Sand Hell (Daser Part 1)
04 Music 04   $229A               Battle Ship (Space Cruiser Part 1)
05 Music 05   $28C0               Great Sea Power (Volbados)
06 Music 06   $2EA3               Sea Of Flame (Desvio)
07 Music 07   $364E               Metal Squad (Bio Base)
08 Music 08   $4182               Down Right Attack (Wall)
09 Music 09   $4B57               The Danger Zone (Versus)
10 Music 0A   $5021               What (Strite Part 2)
11 Music 0B   $5247               Danger!! Danger!! (Ruin Part 2)
12 Music 0C   $5401               Air Raid (Air Raid Part 2)
13 Music 0D   $5ACB               Where! (Daser Part 2)
14 Music 0E   $5CF0               Neo Weapon (Space Cruiser Part 2 - Docking)

Music are located in Z80 Bank $80000

15 Music 00   $0040               Lightning Strikes Again (Opening Theme)
16 Music 01   $0699               Don't Go Off (Course Select)
17 Music 02   $0B67               Evil Destroyer (Gargoyle Diver)
18 Music 03   $1456               Attack Sharply (Hell Arm)
19 Music 04   $185A               Simmer Down (Ratt Carry)
20 Music 05   $1E91               Strike Out (Fomalhaut)
21 Music 06   $2583               Stranger (Space Cruiser Boss)
22 Music 07   $2B26               The Breaker (Volbados Boss)
23 Music 08   $2E88               Rancor (Desvio Boss)
24 Music 09   $32DC               Phantom (Bio Base Boss)
25 Music 0A   $3502               Recalcitrance (Wall Boss)
26 Music 0B   $3958               War Like Requiem (Versus Boss)
27 Music 0C   $3F71               Tan Tan Ta Ta Ta Tan (Configuration)
28 Music 0D   $4296               Dead End (Game Over)
29 Music 0E   $45BA               Count Down (Continue)
30 Music 0F   $487E               Because You're The Number One (Ace Ranking)
31 Music 10   $4FB0               Remember The ''Knight Of Legend'' (2-10 Ranking)
32 Music 11   $5304               The Stars (Demo Ranking)
33 Music 12   $55EE               Shooting Stars (Easy Ending)
34 Music 13   $57E8               Silvery Light Of The Moon (Normal Ending)

Bonus Music are located in Z80 Bank $88000

35 Music 00   $0040               Light Of Science (Hard Ending)
36 Music 01   $052B               Love Dream (Maniac Ending)
37 Music 02   $0C2F               Stand Up Against Myself (Staff Roll)
38 Music 03   $14D0               Omake 1
39 Music 04   $179B               Omake 2 Thunder Force AC
40 Music 05   $2324               Omake 3
41 Music 06   $3126               Omake 4
42 Music 07   $372C               Omake 5
43 Music 08   $3FF2               Omake 6
44 Music 09   $4482               Omake 7
45 Music 0A   $497D               Omake 8
46 Music 0B   $4F55               Omake 9
47 Music 0C   $5678               Omake 10

Voices are located in Z80 Bank $70000

Voices from $0000-$0046

Voice 1 Example
Z80 Pointer - $0000
Pointer of the voice - $0080 - ? $0C00 - ? $002B
--------------------------------------------------------------------------------------------------------
Header in most Techno Soft Games for Mega Drive

$00
$01 Volume

$02 Tempo modifier.
$03 Pitch modifier.

$04 ?
$05 ?

--------------------------------------------------------------------------------------------------------
I was able to port Thunder Force 2 music to Thunder Force 4 and yes you can port songs from one Thunder Force game to another or another Techno Soft games for mega drive. You can also port voices too. I was wondering is it possible to port the full track of Big na Okata 4 from Thunder Force 2 X68000 and the voices.

Here's a video that I made: http://youtu.be/tiMrsnRx3LM
Works well on Kega Fusion.

19
ROM Hacking Discussion / NES Ninja Gaiden Music Hacking Guide
« on: August 25, 2012, 12:03:22 am »
Ninja Gaiden Music/Sound Hacking Guide

Music&SFX - ROM Address

Track 1 - $C7D7 Pointers - 53A1 Address - $E163 Total bytes - 226
Square 1 Pointers - $E164 Total bytes 3
Square 2 Pointers - $E167 Total bytes 3
Triangle Pointers - $E16A Total bytes 3
Noise Pointers - $E16D Total bytes 3
DPCM Pointers - $E170 Total bytes 3
Track 2 - $C7D9 Pointers - AE9A
Track 3 - $C7DF Pointers - 4F9F
Track 4 - $C791 Pointers - 4488
Track 5 - $C797 Pointers - 7A8F
Track 6 - $C7DB Pointers - 029E
Track 7 - $C7EB Pointers - E9A6
Track 8 - $C793 Pointers - 088B
Track 9 - $C795 Pointers - 0B8D
Track 10 - $C7E5 Pointers - 68AD
Track 11 - $C7ED Pointers - 11A8
Track 12 - $C7A1 Pointers - 9494
Track 13 - $C7E1 Pointers - BC9F
Track 14 - $C7E7 Pointers - 79A3
Track 15 - $C7A3 Pointers - D596
Track 16 - $C7E9 Pointers - F8A5
Track 17 - $C821 Pointers - F9AF
Track 18 - $C823 Pointers - C7B2
Track 19 - $C799 Pointers - F391
Track 20 - $C825 Pointers - 44B4
Track 21 - $C7EF ? - $C853 Pointers - D099 ? - FF
Track 22 - $C81F Pointers - A2AE
Track 23 - $C7F1 Pointers - A7A9
Track 24 - $C7F3 Pointers - 8AAA
Track 25 - $C819 Pointers - 5FBE
Track 26 - $C7D1 ? $C853 Pointers - 34BA ? - FF
Track 27 - $C827 ? $C853 Pointers - 99B5 ? - FF
Track 28 - $C7DD Pointers - E1A0
Track 29 SFX - $C7B5 Pointers - 6CB7
Track 30 - $C7E3 ? $C853 Pointers - B19E ? - FF
Track 31 - $C81B ? $C853 Pointers - 4BAE ? - FF
Track 32 SFX - $C7A7 Pointers 4AB9
Track 33 SFX - $C7A9 Pointers CCB7
Track 34 SFX - $C7AB Pointers 51B6
Track 35 SFX - $C7AD Pointers 61B6
Track 36 SFX - $C7B1 Pointers F8B6
Track 37 SFX - $C7B3 Pointers 37B7
Track 38 SFX - $C7B7 Pointers B5B7
Track 39 SFX - $C7B9 Pointers 42B6
Track 40 SFX - $C7BB Pointers DBB7
Track 41 SFX - $C7BD Pointers F3B7
Track 42 SFX - $C7BF Pointers 2AB8
Track 43 SFX - $C7C1 Pointers 51B8
Track 44 SFX - $C7C3 Pointers 65B8
Track 45 SFX - $C7C5 Pointers B2B8
Track 46 SFX - $C7C7 Pointers EFB8
Track 47 SFX - $C7C9 Pointers 738F
Track 48 SFX - $C7CB Pointers 21B9
Track 49 SFX - $C7CD Pointers 5FB9
Track 50 SFX - $C7CF ? $C853 Pointers 98B9 ? - FF
Track 51 SFX - $C7D3 ? $C853 Pointers CDBA ? - FF
Track 52 SFX - $C7F5 Pointers 40BB
Track 53 SFX - $C7F7 Pointers 03BB
Track 54 SFX - $C7F9 Pointers 29BB
Track 55 SFX - $C7FB Pointers F4BA
Track 56 SFX - $C7FF Pointers 738F
Track 57 SFX - $C801 ? $C853 Pointers 80BB ? - FF
Track 58 SFX - $C805 Pointers 51BB
Track 59 SFX - $C807 ? $C853 Pointers A9BB ? - FF
Track 60 SFX - $C809 Pointers E3BB
Track 61 SFX - $C80B ? $C853 Pointers 05BC ? - FF
Track 62 SFX - $C80D Pointers 18BC
Track 63 SFX - $C80F ? $C853 Pointers 4BBC ? - FF
Track 64 SFX - $C811 ? $C853 Pointers 46BC ? - FF
Track 65 SFX - $C817 Pointers 44BE

Btw, I think there is a bug in Track 8 in Triangle.

Thanks to FCEUX code/data logger!

You all might understand what some of the stuff does in the music files.

20
I found something interesting here in ASM:

Bank 0:
sound_init - $97bb: a9 0f
se_silence - $97c0: a9 30
sound_load - $97e4: 8d 04 03
song_headers - $9b04: cd            Data
song_headers+1 - $9b05: 9a 94 9b 2e   Data

ROM File in hex at location
Address   hex song

Music:
$1B14 - 9ACD SONG 0    Pause?
$1B16 - 949B SONG 1      Title Screen
$1B18 - 2E9F SONG 2      Area 3 $ 4
$1B1A - B1A1 SONG 3      Boss 1
$1B1C - FCA2 SONG 4      Corridor 13,3,14,4
$1B1E - 52A4 SONG 5      Corridor 15,5,16,6
$1B20 - EAA5 SONG 6      Boss 2
$1B22 - 52A7 SONG 7      Area 1,2,5,7
$1B24 - F8A8 SONG 8      Corridor 19,9,20,10
$1B26 - 08AA SONG 9      Area 0
$IB28 - 42AC SONG 10 $A      Game Over
$1B2A - A5AC SONG 11 $B      Corridor 17,7,18,8
$1B2C - A5AC SONG 12 $C      Corridor 17,7,18,8: I thought it was a beta song
$1B2E - CDAD SONG 13 $D      Area 6 $ 9
$1B30 - 23AF SONG 14 $E      Area 10
$1B32 - 1EB0 SONG 15 $F      Ending
$1B34 - FCB2 SONG 16 $10   Empy Room
$1B36 - C5B3 SONG 17 $11   Corridor Room
$1B38 - C5B3 SONG 18 $12   Corridor Room: I thought it was a beta song
$1B3A - B7B4 SONG 19 $13   Message Room
$1B3C - D7B5 SONG 20 $14   Corridor 1,11,12,2
$1B3E - D7B5 SONG 21 $15   Corridor 1,11,12,2: I thought it was a beta song
$1B40 - 09B7 SONG 22 $16   Boss 3
$1B42 - 84B7 SONG 23 $17   Corridor Victory
$1B44 - 80B8 SONG 24 $18   Save $ Shop Room
$1B46 - 1DB9 SONG 25 $19   Password Screen & Corridor 22
$1B48 - DBB9 SONG 26 $1A   Area Victory after beating a boss
$1B4A - 05BA SONG 27 $1B   Corridor Cleared
$1B4C - 4BBA SONG 28 $1C   Corridor 21
$1B4E - E2BB SONG 29 $1D   Take Off
$1B50 - 0F9F SONG 30 $1E   Corridor 0
$1B52 - 3E99 SOUND 31 $1F  Silence?

SFX:
$1B54 - F8BC SFX 1 32 $20
$1B56 - 08BD SFX 2 33 $21
$1B58 - 16BD SFX 3 34 $22
$1B5A - 2DBD SFX 4 35 $23
$1B5C - 48BD SFX 5 36 $24
$1B5E - 64BD SFX 6 37 $25
$1B60 - 74BD SFX 7 38 $26
$1B62 - 8CBD SFX 8 39 $27
$1B64 - ACBD SFX 9 40 $28
$1B66 - B39B SFX 10 41 $29
$1B68 - C1BD SFX 11 42 $2A
$1B6A - D7BD SFX 12 43 $2B
$1B6C - EBBD SFX 13 44 $2C
$1B6E - CF9B SFX 14 45 $2D
$1B70 - FCBD SFX 15 46 $2E
$1B72 - 12BE SFX 16 47 $2F
$1B74 - 27BE SFX 17 48 $30
$1B76 - 3EBE SFX 18 49 $31
$1B78 - 6EBE SFX 19 50 $32
$1B7A - 84BE SFX 20 51 $33
$1B7C - 9ABE SFX 21 52 $34
$1B7E - B1BE SFX 22 53 $35
$1B80 - C9BE SFX 23 54 $36
$1B82 - DDBE SFX 24 55 $37
$1B84 - F4BE SFX 25 56 $38
$1B86 - 07BF SFX 26 57 $39
$1B88 - 1CBF SFX 27 58 $3A
$1B8A - 1CFB SFX 28 59 $3B
$1B8C - 27BF SFX 29 60 $3C
$1B8E - 47BF SFX 30 61 $3D
$1B90 - 47BF SFX 31 62 $3E
$1B92 - 60BF SFX 32 63 $3F
$1B94 - 78BF SFX 33 64 $40
$1B96 - 8DBF SFX 34 65 $41
$1B98 - A2BF SFX 35 66 $42
$1B9A - B7BF SFX 36 67 $43
$1B9C - 3E99 SFX 37 68 $44
$1B9E - DF9A SFX 38 69 $45
$1BA0 - 3299 SFX 39 70 $46
$1BA2 - 3999 SFX 40 71 $47

Music data or whatever it is: I think the music starts at byte 30 00 01.
$1BA4 - Music 1 Found this in code/data/logger in FCEUX.

You can also rearrange the songs too.

Reason for edit is to correct the locations.

Now if I can figure out how to locate the music without the code/data/logger.

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