Author Topic: RD Battle Music in CT!  (Read 6105 times)

Vargose

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RD Battle Music in CT!
« 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]

Agent 12

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Re: RD Battle Music in CT!
« Reply #1 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

ZeaLitY

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Re: RD Battle Music in CT!
« Reply #2 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.

Agent 12

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Re: RD Battle Music in CT!
« Reply #3 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
« Last Edit: June 09, 2006, 12:26:38 am by jsondag2 »

Vehek

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Re: RD Battle Music in CT!
« Reply #4 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.

joemomma

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Re: RD Battle Music in CT!
« Reply #5 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!

Chickenlump

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Re: RD Battle Music in CT!
« Reply #6 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*


Shinrin

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Re: RD Battle Music in CT!
« Reply #7 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.

justin3009

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Re: RD Battle Music in CT!
« Reply #8 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.

ZeaLitY

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Re: RD Battle Music in CT!
« Reply #9 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.
« Last Edit: June 09, 2006, 01:14:48 pm by ZeaLitY »

Vehek

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Re: RD Battle Music in CT!
« Reply #10 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.
« Last Edit: June 19, 2006, 12:42:09 pm by Vehek »

Chickenlump

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Re: RD Battle Music in CT!
« Reply #11 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.

justin3009

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Re: RD Battle Music in CT!
« Reply #12 on: June 10, 2006, 11:57:17 am »
Awesome!  Thank you Vehek!  We were needing that.

Chickenlump

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Re: RD Battle Music in CT!
« Reply #13 on: June 10, 2006, 01:21:44 pm »
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, 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...)

ZeaLitY

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Re: RD Battle Music in CT!
« Reply #14 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.