Author Topic: RD Battle Music in CT!  (Read 6811 times)

Geiger

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Re: RD Battle Music in CT!
« Reply #15 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.

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Vehek

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Re: RD Battle Music in CT!
« Reply #16 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.

Chrono'99

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Re: RD Battle Music in CT!
« Reply #17 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

[attachment deleted by admin]

Shinrin

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Re: RD Battle Music in CT!
« Reply #18 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]

Vargose

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Re: RD Battle Music in CT!
« Reply #19 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.
« Last Edit: June 14, 2006, 10:01:08 am by Vargose »

Vargose

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Re: RD Battle Music in CT!
« Reply #20 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.

Vehek

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Re: RD Battle Music in CT!
« Reply #21 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.

Vargose

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Re: RD Battle Music in CT!
« Reply #22 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.

Vehek

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Re: RD Battle Music in CT!
« Reply #23 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.
« Last Edit: June 14, 2006, 06:53:08 pm by Vehek »

Shinrin

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Re: RD Battle Music in CT!
« Reply #24 on: June 14, 2006, 08:16:58 pm »
FF6 battle theme anyone? :P i can't get it to work :(

JLukas

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Re: RD Battle Music in CT!
« Reply #25 on: June 15, 2006, 02:06:21 am »
The two byte "header" is actually the value for the length of the SPC.

Vargose

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Re: RD Battle Music in CT!
« Reply #26 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.

Vargose

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FF6 Battle Music in CT
« Reply #27 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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« Last Edit: June 19, 2006, 10:22:37 am by Vargose »

Vehek

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Re: RD Battle Music in CT!
« Reply #28 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.
« Last Edit: June 19, 2006, 12:25:19 pm by Vehek »

Vargose

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Re: RD Battle Music in CT!
« Reply #29 on: June 19, 2006, 12:26:58 pm »
you might be right, but I don't think RD actually has those size headers.