Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Vargose on June 08, 2006, 06:05:54 pm

Title: RD Battle Music in CT!
Post by: Vargose on June 08, 2006, 06:05:54 pm
Hold on to your pants, because this is amazing.  I managed to get the Radical Dreamers fight music into Chrono Trigger. I documented my amazing adventure and attached it to this post. The instruments still need some work. Feel free to try and make it better. My next project is to see if I can get the whole RD soundtrack into CT.

[attachment deleted by admin]
Title: Re: RD Battle Music in CT!
Post by: Agent 12 on June 08, 2006, 06:40:03 pm
Congratluations man that is pretty damn awesome.  It's nice to see people out there hacking.

--jp
Title: Re: RD Battle Music in CT!
Post by: ZeaLitY on June 08, 2006, 07:46:11 pm
Well, my Cyan attempt was a huge failure. I'll wait a little more, I guess. I used the FF6 offset guide.
Title: Re: RD Battle Music in CT!
Post by: Agent 12 on June 08, 2006, 08:20:08 pm
I should still have the "cyan patch" that CL made for the coliseum somewhere if you want it.

EDIT:  I'm an idiot you mean Cyan Music I'm sure......not sure why I thought you went totally off topic
--jp
Title: Re: RD Battle Music in CT!
Post by: Vehek on June 08, 2006, 08:20:32 pm
I've imported FF6 SPCs into Chrono Trigger by simply copying from beginning to end the FF6 SPC and pasting it into Chrono Trigger, and having the pointer point to where I pasted it in. No "two-byte" header involved for me. Also, Geiger's FF6 Offsets guide is for a headered FF6 rom, just so you know.
Title: Re: RD Battle Music in CT!
Post by: joemomma on June 08, 2006, 10:07:54 pm
Hold on to your pants, because this is amazing.  I managed to get the Radical Dreamers fight music into Chrono Trigger. I documented my amazing adventure and attached it to this post. The instruments still need some work. Feel free to try and make it better. My next project is to see if I can get the whole RD soundtrack into CT.
Word, good job man, now a RD in CT style will have more feel to it, unstead of remixes. PIMP!
Title: Re: RD Battle Music in CT!
Post by: Chickenlump on June 09, 2006, 01:05:02 am
  Also, Geiger's FF6 Offsets guide is for a headered FF6 rom, just so you know.

OMG

*cries a thousand tears*

No wonder my attempts failed... I had everything correct EXCEPT for this one bit of information I KNEW but...well... *cries a thousand more tears*

*heads off to insert Devil's Lab into CT*

Title: Re: RD Battle Music in CT!
Post by: Shinrin on June 09, 2006, 11:25:16 am
Um.. is there to make it use more instruments than just 4? i can't get it to sound right cause of it.
Title: Re: RD Battle Music in CT!
Post by: justin3009 on June 09, 2006, 12:04:25 pm
i think there's more then 4 instruments from what i checked but not sure, but he's on vacation...  Until Tuesday he says, back wednesday i think.
Title: Re: RD Battle Music in CT!
Post by: ZeaLitY on June 09, 2006, 12:59:10 pm
Wait, why would the FF6 guide's being headered matter? Are FF6 roms naturally unheadered or something?

Maybe I have a bad ROM...I'm copying...

088228   088637   SPC   1.13 - Cyan (0C)

Whose size is 1040. Nonetheless, when I try to find what I've copied in an actual .spc file for Cyan's theme, it can't locate it.
Title: Re: RD Battle Music in CT!
Post by: Vehek on June 10, 2006, 12:00:36 am
I tracked down the SPC data for Frozen Flame using the method in the guide, and from there I found the pointer table for the SPCs! :D

0FB1BF-Days of Summer
0FB7F8-Far Promise ~ Dream Shore
0FB9A0-Requiem ~ Dream Shore
0FBB5C-The Girl Who Stole the Stars
0FBF21-Gale
0FC281-Under Moonlight
0FC6FE-Frozen Flame
0FCC82-Portal to Open Grounds
0FCFD2-Wind (ambient)
0FD058-Ratchet (ambient)
0FD13D-Sewer (ambient)
0FD258-Footsteps (ambient)
0FD2F0-Forest (ambient)
0FD393-Final Confrontation
0FDA79-Sneaking Around
0FDBEF-Riverflow (ambient)
0FDC79-Viper Manor
0FE04F-Strange Presentiment
0FE228-Facing
0FE5A5-Epilogue ~ Dream Shore
0FEA64-Ending ~ Le Trésor Interdit
0FF9E9-Industrial (ambient)
0FFAC5-Whirlwind (ambient)

Edit-And of course, these are for an unheadered rom.
Edit2-There's no need to add a two-byte header onto these; the starting offsets include the two-byte header.

Edit3-Darn! There were still mistakes in the offsets, I think they're fixed now.
Title: Re: RD Battle Music in CT!
Post by: Chickenlump on June 10, 2006, 12:32:08 am
Wait, why would the FF6 guide's being headered matter? Are FF6 roms naturally unheadered or something?

The guide is for headered ROMS, all of my ROMS are unheadered. So I was 200 bytes off in my attempts. If the header for the FF6 ROM was taken off, then all of the offsets in the guide will be off. Which I didn't think of at the time.
Title: Re: RD Battle Music in CT!
Post by: justin3009 on June 10, 2006, 11:57:17 am
Awesome!  Thank you Vehek!  We were needing that.
Title: Re: RD Battle Music in CT!
Post by: Chickenlump on June 10, 2006, 01:21:44 pm
http://filebox.vt.edu/users/rogrubb3/SNESDev/UtilsAndTools.htm (http://filebox.vt.edu/users/rogrubb3/SNESDev/UtilsAndTools.htm)

Here is a Wav to BRR converter.

Using Snessor at this page : http://www.emulationzone.org/consoles/snes/util.htm (http://www.emulationzone.org/consoles/snes/util.htm), perhaps we could rip the proper instruments from the SPC files, convert them to BRR, insert them, and have the actual instruments? (I am assuming the instruments are stored as BRR though...)
Title: Re: RD Battle Music in CT!
Post by: ZeaLitY on June 11, 2006, 03:43:40 pm
Can someone try Cyan's theme? I'd like to know what I'm doing wrong. I posted the offsets up there.
Title: Re: RD Battle Music in CT!
Post by: Geiger on June 12, 2006, 08:40:34 am
I am assuming the instruments are stored as BRR though...

It probably depends on the game, but even if you were to rip the song and intrument data out of an SPC, you would still have a long way to go.  For one thing, you would not know the gain applied to each BRR.


I thought I updated the FFVI guide to be headerless.

---T.Geiger
Title: Re: RD Battle Music in CT!
Post by: Vehek on June 12, 2006, 11:19:01 am
The FFVI offsets guide is still headered; I think the offsets guide you DID update was the Chrono Trigger one.
Title: Re: RD Battle Music in CT!
Post by: Chrono'99 on June 12, 2006, 12:13:59 pm
Can someone try Cyan's theme? I'd like to know what I'm doing wrong. I posted the offsets up there.
It works fine for me. It's basically just this:

- go to 070DE7 in an unheadered CT rom and type 00 80 DB
- in a headered FFIII rom, copy the data between 088228 and 088637
- paste the data in the CT rom at 1B8000

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Title: Re: RD Battle Music in CT!
Post by: Shinrin on June 12, 2006, 04:44:57 pm
Here is something close that is near to the FF6 version of cyans theme. lets see if it uploads!

[attachment deleted by admin]
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 14, 2006, 09:56:04 am
I tracked down the SPC data for Frozen Flame using the method in the guide, and from there I found the pointer table for the SPCs! :D

Awesome Vehek. That will really help me. I am going to be importing the whole RD soundtrack at some point, and I was going to have to find it myself. AWESOME.

Keep up the good work guys.
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 14, 2006, 03:59:52 pm
Um.. is there to make it use more instruments than just 4? i can't get it to sound right cause of it.

I might have missed something here. I am looking more closely into this now.
Title: Re: RD Battle Music in CT!
Post by: Vehek on June 14, 2006, 04:51:01 pm
One thing I observed while looking for the Radical Dreamers SPCs:
The SPC data in a dumped SPC cuts off the two-byte header.
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 14, 2006, 06:15:47 pm
The two byte header is a big mystery to me. I really have no idea what it does yet. RD doesn't seem to have them. CT does, but the .spc rips of ct don't. Anyway if any one can figure out what the first two bytes of the spc data in the CT rom does we would really appreciate it.
Title: Re: RD Battle Music in CT!
Post by: Vehek on June 14, 2006, 06:22:01 pm
The places the RD pointers point to are two bytes before the SPC data that is also in the SPC dump. I think those two bytes before the RD SPC data are that two-byte header.


Edit-Just a note, the first few versions of my list had some errors, such as incorrec titles or addresses.
Title: Re: RD Battle Music in CT!
Post by: Shinrin on June 14, 2006, 08:16:58 pm
FF6 battle theme anyone? :P i can't get it to work :(
Title: Re: RD Battle Music in CT!
Post by: JLukas on June 15, 2006, 02:06:21 am
The two byte "header" is actually the value for the length of the SPC.
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 15, 2006, 10:16:11 am
The two byte header is a big mystery to me. I really have no idea what it does yet. RD doesn't seem to have them. CT does, but the .spc rips of ct don't. Anyway if any one can figure out what the first two bytes of the spc data in the CT rom does we would really appreciate it.
The two byte "header" is actually the value for the length of the SPC.

Thanks JLukas, we needed that. We were bouncing off the walls trying to figure that one out. JLukas rocks. I'll add that to my tutorial when I release it again. I got another RD song into Chrono Trigger last night. Works even better than the battle music.
Title: FF6 Battle Music in CT
Post by: Vargose on June 19, 2006, 10:16:54 am
As far as the RD Battle music "Gale" is concerned. It seems to conflict with Battle 1. I replaced "A Shot of Crisis" instead and it seems to correct our instrument problems. "Gale" is the only song I have had any trouble with so far. I confirmed that the two byte header does refer to the size of the spc data. For Instance Gale is 864 bytes long, which is 360 in hex. The byetes are in reverse order, so the two byte header for Gale is 60 03.

I also managed to get the FF6 Battle Music into CT. It works pretty well with the instruments.

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Title: Re: RD Battle Music in CT!
Post by: Vehek on June 19, 2006, 12:15:06 pm
Hmmmmm....
According to my offsets, the length of Gale is 35E, or 862 bytes in decimal, not counting the length header.

Edit-And I based my length on the length header of Gale.
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 19, 2006, 12:26:58 pm
you might be right, but I don't think RD actually has those size headers.
Title: Re: RD Battle Music in CT!
Post by: Chickenlump on June 19, 2006, 12:43:30 pm
I successfully imported Devil's Lab into Chrono Trigger. I love this song. The instruments are horrid, but it kind of makes for a neat remix. If I find a better combination of instruments, or someone else does, post it, and I will post mine later.

Apply to an unheadered ROM. I have the music playing at the title screen, after the pendulem, where you select your saved game, the music plays in that area, so you don't have to go into a fight (though it will play there too.

Woohoo!
I wonder if Final Fantasy 2/4 SPC's are compatible? I'll have to dig around and find out. :)


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Title: Re: RD Battle Music in CT!
Post by: Vehek on June 19, 2006, 12:48:02 pm
you might be right, but I don't think RD actually has those size headers.
Nah, it does. For example, the size header for Gale is 5E 03. Add 35E to 0FBF23 (right after the header), and you get FC281, which is the location of the next SPC.

Oh, and Frozen Flame was mislabeled on my offsets, causing me some confusion about the size headers, but it's fixed now.
Title: Re: RD Battle Music in CT!
Post by: Vargose on June 19, 2006, 01:39:34 pm
you might be right, but I don't think RD actually has those size headers.
Nah, it does. For example, the size header for Gale is 5E 03. Add 35E to 0FBF23 (right after the header), and you get FC281, which is the location of the next SPC.

Oh, and Frozen Flame was mislabeled on my offsets, causing me some confusion about the size headers, but it's fixed now.

Yep. You're right. It looks like the .spc I have contained the two byte header for the next song at the end. Thats what threw me. I'll repost my tutorial.