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Captain Tsubasa 2 NES Music Tool Beta - Baskı Önizleme

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Sayfalar: 1 2


RE: Captain Tsubasa 2 NES Music Tool Beta - Hiena 2 - 13-05-2023

In this case, music from games other than tecmo games is not added with this program.
If you can add music from different games with Famistudio, you should try it. After transferring that music, even if the intonations are different as in Goal3, we can achieve a more appropriate intonation by changing the codes after the codes such as E0, E2, E4 and by removing or changing the 2nd, 3rd and 4th channel codes.
I will try famistudio. Thank you for the information.



RE: Captain Tsubasa 2 NES Music Tool Beta - daymoe - 13-05-2023

It's a bit ridiculous to say

Before coming into contact with FamiTracker/FamiStudio

Basically listening through the ears

Writing music by watching the data output from the simulator....

The data pointed by the arrow in the image below

Shield the waveform through ctrl+1 ctrl+2 ctrl+3

At that time, it took more time......... Ağlama


[Resim: 999.png]


RE: Captain Tsubasa 2 NES Music Tool Beta - Hiena 2 - 13-05-2023

I also tried following the notes of the sounds played in the emulators and searching for them in the hex editor, but it was a bit difficult. Can you follow and transfer these notes exactly and do you know the codes of the notes?

Is the information that expresses the code of each key in the picture below correct? Do you know about this?


RE: Captain Tsubasa 2 NES Music Tool Beta - daymoe - 13-05-2023

Basically, the address (memory address) can be found through the file header of NSF

Then, set breakpoints for debugging in the simulator


offset  # of bytes  Function
----------------------------
$000    5  STRING  'N','E','S','M',$1A (denotes an NES sound format file)
$005    1  BYTE    Version number (currently $01)
$006    1  BYTE    Total songs  (1=1 song, 2=2 songs, etc)
$007    1  BYTE    Starting song (1=1st song, 2=2nd song, etc)
$008    2  WORD    (lo, hi) load address of data ($8000-FFFF)
$00A    2  WORD    (lo, hi) init address of data ($8000-FFFF)
$00C    2  WORD    (lo, hi) play address of data ($8000-FFFF)
$00E    32  STRING  The name of the song, null terminated
$02E    32  STRING  The artist, if known, null terminated
$04E    32  STRING  The copyright holder, null terminated
$06E    2  WORD    (lo, hi) Play speed, in 1/1000000th sec ticks, NTSC (see text)
$070    8  BYTE    Bankswitch init values (see text, and FDS section)
$078    2  WORD    (lo, hi) Play speed, in 1/1000000th sec ticks, PAL (see text)
$07A    1  BYTE    PAL/NTSC bits
                bit 0: if clear, this is an NTSC tune
                bit 0: if set, this is a PAL tune
                bit 1: if set, this is a dual PAL/NTSC tune
                bits 2-7: not used. they *must* be 0
$07B    1  BYTE    Extra Sound Chip Support
                bit 0: if set, this song uses VRC6 audio
                bit 1: if set, this song uses VRC7 audio
                bit 2: if set, this song uses FDS audio
                bit 3: if set, this song uses MMC5 audio
                bit 4: if set, this song uses Namco 163 audio
                bit 5: if set, this song uses Sunsoft 5B audio
                bits 6,7: future expansion: they *must* be 0
$07C    4  ----    4 extra bytes for expansion (must be $00)
$080    nnn ----    The music program/data follows until end of file



However, there are now tools such as FamiTracker/FamiStudio that allow you to view data directly, making it more convenient.


RE: Captain Tsubasa 2 NES Music Tool Beta - Hiena 2 - 13-05-2023

I understand Thanks for the info.
 
I think it is necessary to take the information from the text file of the music with famitracker/famistudio and add it to the Captain Tsubasa 2 NES Music Tool Beta program that you shared?