Author Topic: Chrono Cross Music and Sound Investigation  (Read 13834 times)

FaustWolf

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Re: Chrono Cross Music and Sound Investigation
« Reply #60 on: July 13, 2008, 02:04:14 pm »
Wow, thanks M!

MDenham

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Re: Chrono Cross Music and Sound Investigation
« Reply #61 on: July 13, 2008, 02:09:09 pm »
Wow, thanks M!
You know, it's amazing what a Double Gulp of Coke w/vanilla flavor added will do.

(Insomnia, numbness of fingers at random, an insatiable urge to listen to Meat Loaf repeatedly...)

dan_death

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Re: Chrono Cross Music and Sound Investigation
« Reply #62 on: July 16, 2008, 03:01:27 am »
Sooo...I'm guess you guys' are taking over. Because I lost you around, after page 3

MathOnNapkins

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Re: Chrono Cross Music and Sound Investigation
« Reply #63 on: July 16, 2008, 02:58:21 pm »
I didn't see it brought up in this thread, but the SPU of the PSX is extremely similar to the DSP of the SNES. The difference is that instead of 9 byte samples blocks (1 header byte + 8 bytes of 4-bit samples), there are 16 byte sample blocks (2 header bytes + 14 bytes of 4-bit samples). So yeah, it's still ADPCM (same as APCM, as you guys have been calling it :/ ). Other differences are that it contains more filters in the header, and the SPU has more effects than the DSP, and there's a 512K of RAM for samples instead of 64K. Writing an encoder for this format would allow you to make your own "instruments"

I'm hesitant to say that the music formats of the SNES and the PSX squaresoft formats are similar, but I do suppose it's possible. But saying that 85 and 8C are two byte commands would sort of erase all notions of that. Looking at a disassembly of the sound engine would be helpful.

Heyds

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Re: Chrono Cross Music and Sound Investigation
« Reply #64 on: January 31, 2022, 01:18:50 pm »
Hi M
how to replace the music? i want to replace with "chrono symphonic version"