| Music Hacking Notes | |
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| Topic Started: Feb 15 2010, 11:38 PM (1,163 Views) | |
| Spikeman | Feb 15 2010, 11:38 PM Post #1 |
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TREZian
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Before you hack music you must understand how the game knows where you are. 02001B84 is what area of the game you are in, and 02001B85 is what exact room. Here is a list of areas and rooms: Spoiler: click to toggle 02001B86 and 02001B87 are how the game stores your progress (how far in the story you are). The first value the music routine will check is the value at 02001B87. There are separate lists of music for each value of 02001B87. To find the music list for your current progress level first check the 8bit value at 02001B87. In my game this is 10. The address for the music list is at 80360E8 + (progress * 4). So for me, the music is at 80360E8 + 40 = 8036128. I look at 8036128 in 32bit mode and I get the offset 8036394. This is the address for my music list. ![]() The data I've highlighted in the screenshot is music for area 00 (ACDC if you check the list above). Since I'm in Central Town I need to find the place where this red byte is 01. (The red bytes correspond to the value at 2001B84). The blue data is the address for the specific music values for that area. If you look at that screenshot you'll notice the second data is for Central Town, so my address is 804EA08. View this address (804EA08 for me) in 8bit mode. Each byte here represents the music for each "sub-area" (see my list above), so the first value will be outside in Central Town. If you view the actual byte at 804EA08 you will see it is 03. The possible music values are 01-0E, 00 won't play anything and higher numbers than that will just play a single sound effect. Questions/comments welcome. Edit: Thanks to MegaRock for the following data, which helped me research this: 0200A49C is where sounds value is stored when 0200A490 becomes 01, the sound plays (you can use this to test sounds) Edited by Spikeman, Feb 15 2010, 11:39 PM.
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| Prof. 9 | Feb 16 2010, 10:46 AM Post #2 |
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Moderaptor
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Ah, so it uses the sub-area byte as an offset to get the music value? The other day when I had a look at how game progress influences the panic music, I found something similar after tracing some routines. I remember finding something like that in the RAM of EXE OSS, too. |
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| Spikeman | Feb 16 2010, 05:32 PM Post #3 |
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TREZian
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Yup basically it selects using progress, then area, then subarea. Pretty simple really. |
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| MegaRockEXE | Feb 16 2010, 06:48 PM Post #4 |
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BN Guides Author
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Which makes sense because getting to certain maps ahead of time yields silence. Alternate musics like the ghost game are also there. I don't know if the event can be triggered from there somehow. |
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| HikariXSora | Feb 17 2010, 05:38 AM Post #5 |
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Uhhhhhhhhhh how do we import our custom music into the game ??? |
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| LuigiBlood | Feb 17 2010, 06:27 AM Post #6 |
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TREZian
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This topic shows what you want : http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8609062/ Edited by LuigiBlood, Feb 17 2010, 06:27 AM.
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| Mgamerz | Feb 23 2010, 06:32 PM Post #7 |
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The ShoutBox King
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02001B84 - What area you are in. This code has been great and a serious pain in my arse since you released it in your old notes thread. Your x axis mod was a lifesaver for it though. Remember those tools you showed off in the old hacking guide before it got deleted? You should see if you still have them
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| Spikeman | Feb 23 2010, 11:05 PM Post #8 |
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TREZian
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Not sure why 02001B84 would be a pain in the arse. I just change it then edit my folder and leave and I'm in the new area. Then just run until I am back in the level and collision works again. Also, what tools were you talking about? |
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Guides I've posted: Chip Trader modding Guide Check out Mega Man Battle Network Online, my MMBN site! | |
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| neozan7 | Apr 19 2010, 05:47 AM Post #9 |
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TREZian
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I Think Importing Custom Music Requires Sappy,But Then Again,I Could Be Horribly Wrong.But That's The Method Brianuuu Uses. |
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| timaeus222 | Jun 17 2010, 09:10 AM Post #10 |
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Oh my god, I actually get it. Isn't this a working way to get rid of crisis music? O: WOW! I did it! I put the original music back in Central Town!
Edited by timaeus222, Jun 17 2010, 09:16 AM.
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| brianuuu | Jun 17 2010, 09:13 AM Post #11 |
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SF Noise Spriter
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May be, but I look in darkcross's rom, it doesn't changed anything. |
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| timaeus222 | Jun 17 2010, 09:16 AM Post #12 |
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It worked for me. I put Central Town's music back. FTW. I'm so happy D; YES! Crisis music is completely gone from my patch
Edited by timaeus222, Jun 17 2010, 09:57 AM.
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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