11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
18 42 A2 0D 09 15
1914D: Table for Music Note Lengths ? (6 * 8 = 30 bytes)04 0C 08 10 18 20 05 06 ?04 0F 09 12 1B 24 06 06 Battle05 0F 0A 14 1E 28 07 06 Boss06 12 0C 18 24 30 08 10 Overworld, Palace, Item07 15 0E 1C 2A 38 13 12 Town, House07 15 0E 1C 2A 38 09 0A ?
Quote from: Trax on March 11, 2019, 07:49:55 PMI'd like to see the Battle music randomized. Fifty percent chance for each theme. I think the idea of having one for each region is good, too.By the way, Ice Penguin, a few more details about your music document. I think you may have some offsets that are, well, offset from the ones expected. I know that you use ROM offsets and not "real" ones. In section 4, it reads: "Starting at 0x1A00A, count $55 bytes ahead to reach 0x1A070." But, 0x1A00A + 0x55 = 0x1A05F. You are off by one byte. This makes the data entry more like:Code Select Expand18 42 A2 0D 09 15The first byte is the Note Lengths offset. It's a multiple of 8, and is an offset into the table at 0x1914D (+0x10) :Code Select Expand1914D: Table for Music Note Lengths ? (6 * 8 = 30 bytes)04 0C 08 10 18 20 05 06 ?04 0F 09 12 1B 24 06 06 Battle05 0F 0A 14 1E 28 07 06 Boss06 12 0C 18 24 30 08 10 Overworld, Palace, Item07 15 0E 1C 2A 38 13 12 Town, House07 15 0E 1C 2A 38 09 0A ?For any given song, you basically have 8 choices of note lengths. The bytes that represent the actual notes of the songs refer to these length values.
Quote from: Shade Aurion on March 11, 2019, 08:29:41 PMAlternatively (just throwing it out there) you could have different songs for the easy and hard enemies. The FDS battle theme def sounds like a theme for harder enemies haha
Quote from: IcePenguin on March 13, 2019, 04:47:39 PMI was quite intrigued by Trax's suggestion for randomized battle theme, so I made a way to do it. It uses the frame counter. If you enter any side-scrolling battle scene when the frame counter is 80, or above, it will play the normal NES battle theme. If it is below 80, it will play the FDS battle theme. The frame counter is being incremented constantly, so there is no telling what it will be when you enter a battle. After playing around with it for a bit, I was able to hear both versions pretty regularly. If adding this doesn't interest you, no worry, I just made it for fun and to see if I could. SpoilerAt 0x600, you'll find this code: EE 26 07This code increments ram address $726, which is the black transition screen when loading a battle scene. It hides the loading gfx.Add a JSR here, so change it to: 20 F0 A8At 0x2900, paste this code: EE 26 07 A5 12 85 F2 60This is creating a temporary copy of the frame counter at $F2 to determine which song to play. Since the frame counter is reset to 00 every time the battle scene is finished loading, we will store a copy of it the moment you initiate the loading, hence using the transition routine.Now we'll just overwrite some old code that plays the FDS battle theme only in East Hyrule, and check the frame counter copy, instead.At 0x28E0, paste this code:A6 F2 E0 80 30 04 8D 5F 07 60 A9 08 8D 5F 07 60 FFAt 0x19DD0, paste this code:A5 F2 C9 80 30 05 A9 04 85 EB 60 A9 08 85 EB A9 00 8D 02 07 60 FFAt 0x1FEC4, paste this code:A5 F2 C9 80 30 06 A9 04 8D 5F 07 60 A9 08 8D 5F 07 A9 00 8D 02 07 60 FFThese 3 chunks of code check ram address $F2, which we set up to be a temporary check on the frame counter, and plays either the NES or FDS battle theme. This will be applied to every area on the overworld. (caves, secrets, encounters, etc.)[close]
Quote from: ShadowOne333 on March 13, 2019, 04:54:25 PMCan be made into an optional patch if you want to Let me know if you agree!
Quote from: IcePenguin on March 13, 2019, 05:03:36 PMI think having it just in East Hyrule is good. Gives that section of the game more intensity, and makes it feel more unique when compared to West Hyrule. Seems more fitting to be in the later parts of the game, because it sounds more dire. I just did the randomized version as a learning experience.
Quote from: Heaven Piercing Man on March 13, 2019, 04:12:03 PMThere are sidescrolling segments that use the battle theme, will these also fall under the theme randomization? These segments seem a little too peaceful for the FDS battle theme.
Quote from: IcePenguin on March 13, 2019, 07:36:33 PMThis crossed my mind before. The FDS battle theme does seem a bit extreme for single screen areas with a fairy, life doll, heart, etc. Creating a condition check for every one of those maps could be easily done. It would be interesting to have a more peaceful track, like maybe the theme played in houses. That will be left to ShadowOne's decision. If it's something he is interested in, I can look into it. The code is set up to use any song, there just needs to be those condition checks for each secret area.
Quote from: IcePenguin on March 23, 2019, 04:33:10 AMDid some more testing, and found that the new FDS theme needed an additional condition check. Currently, if you die in a palace, the music won't play the correct song ID (04) when you die. Instead, it uses the new code for playing song ID (08) which is the boss music, or in great palace the credits theme. (08 is also the FDS theme while on the overworld)At 0x28E0, paste this code over the old code:AE 07 07 E0 00 D0 07 AE 06 07 E0 02 F0 04 8D 5F 07 60 A9 08 8D 5F 07 60The new condition checks if you are on the world map ($707), or in a palace, so it knows to play the correct song - including the FDS theme in East Hyrule.Anyway, sorry I haven't been on lately. I've been busy, so I haven't had time to sit down and do any romhacking stuff. Still looking forward to the completion of Redux!Edit:Also, there is a bridge room in great palace that has no enemies. This room is along the path you take to the end, so you can't miss it. Maybe you could change its enemy pointer data to use the enemies from another bridge room. (bago bago enemies?) It'd be a simple 2 byte change.
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