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Topics - Penta Penguin

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1
Newcomer's Board / Psycho Pinball music trouble
« on: January 10, 2012, 11:30:27 am »
I have found the pointers to Psycho Pinball's music, which is located at $14450C, and finishes at $1446FC. When I change these pointers, I was hoping to get a real sounding music sample (Changing Abyss table music to Trick or Treat's table music) but it keeps the same instruments from the original place (Title Screen music changed to Creature of the Deep music, but keeps the same instruments from the Title Screen music, sounding horrible)

Is there a way that I could play the actual instruments from the same music by changing these pointers, or would I have to look elsewhere to find the instrument pointers?

(Also, I haven't found a byte to change the title screen music, or any other music in the game)

2
ROM Hacking Discussion / compressed data to uncompressed data
« on: August 15, 2011, 11:55:59 am »
I was wondering, is there a way you can change compressed data into uncompressed (meaning you have the uncompressed data on the rom and it still works)? I've seen it used on Copa Libertadores 3 (Super Formation Soccer II hack) and I was wondering if it was possible as long as you knew where the pointer was? Sorry if I couldn't word it any better.

Penta Penguin

3
ROM Hacking Discussion / Adventures of Lolo findings, & help
« on: February 05, 2011, 07:59:12 am »
I've found a lot of data with Adventures of Lolo, as I will show you some (not all of them) here (the rest will be put on the rom map):

AC - Kai palette
3B0 - Lala captured palette 1
3D0 - Lala captured palette 2
6CE - Lala captured 2 palette
6F8 - Lala captured 2 8x8 map
2999 - Starting message text
2A3B - Progress text 1
2A85 - Progress text 2
2AAB - Almost there text
2AE3 - Last Message text
39D2 - Water auto palette
39E6 - Lava auto palette
8010 - Main art
F010 - Lolo & Lala 8x8 map
F410 - Unknown art?

The way that the pointers are found is by doing this, for example, the starting message text (2999):

2999 + 8000 = A999, then -10 = A989. Invert the 2 bytes to get 89 A9, which is then found at 18CB.

There is 2 banks to this game, a music bank and a sound bank. But, the music bank also has sound effects in them.

MUSIC BANK:

00 - Level music
01 - Game Over Music
02 - Lolo win music
03 - Lolo walking
04 - cleared floor music
05 - ending music?
06 - Password music
07 - vs GD music
08 - next floor music
09 - Lolo & Lala music
0A - Heart pickup
0B - Leeper asleep
0C - egg on water
0D - Use bridge/arrow powerup
0E - ???
0F - Medusa gaze
10 - breaking rock
11 - Jewel
12 - Gol fire
13 - shoot egg
14 - death
15 - all hearts obtained
16 - Lolo shot
17 - x2 heart
18 - Powerup obtained
19 - Move (password)
1A - Select (password)
1B - Incorrect sound
1C - Lala captured
1D - GD Laugh
1E - GD Escape
1F - T Screen reveal
20 - GD turn to egg
21 - GD shoot egg

And the sound bank:

00 - Heart pickup
01 - Leeper asleep
02 - egg on water
03 - use bridge/arrow powerup
04 - ???
05 - Medusa gaze
06 - Breaking rock
07 - Jewel
08 - Gol Fire
09 - shoot egg
0A - death
0B - all hearts obtained
0C - Lolo shot
0D - x2 heart
0E - powerup obtained
0F - Move (password)
10 - Select (password)
11 - Incorrect sound
12 - Lala Captured
13 - GD Laugh
14 - GD escape
15 - T Screen Reveal
16 - GD turn to egg
17 - GD shoot egg

The only trouble I am having here is finding the music data, which could be in between 5000 - 8000, or even EAEC - F00F. How would I be able to find the music data in these areas?


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