Blaster Master (Rumbleminze SNES port)
Zeldix :: MSU1 Hacking :: MSU1 Development :: Finished
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Blaster Master (Rumbleminze SNES port)
rumbleminz completed his SNES port of Blaster Master not long ago, but chose not to add MSU-1 (at this time, anyway). If anyone is interested in taking a look I think this would be a nice addition.
I created a pcm pack with music from Vomitron, John Vullo and Zubareous in case anyone is interested in taking a look at it. Everything is volume balanced to the same level and properly looped. Included are the completed pcm files, the wav files, and a spreadsheet with Hex, Decimal, loop samples, track assignment and Artist columns.
Arranged - Vomitron, John Vullo, and Zubareous AST (by batty)
I created a pcm pack with music from Vomitron, John Vullo and Zubareous in case anyone is interested in taking a look at it. Everything is volume balanced to the same level and properly looped. Included are the completed pcm files, the wav files, and a spreadsheet with Hex, Decimal, loop samples, track assignment and Artist columns.
Arranged - Vomitron, John Vullo, and Zubareous AST (by batty)
- Code:
https://mega.nz/file/5GlnSb7R#rYMbYoE9AfKo0J3OKYKkmIOUt-YfZtO1gpwXeBSA5P0
Last edited by Arasoi on Sun 29 Dec 2024 - 10:24; edited 1 time in total
batty- Wish Fairy
- Since : 2016-01-24
Re: Blaster Master (Rumbleminze SNES port)
@Arasoi Hey, I was playing with the NES version a while back but got hung up on Blaster Master's music engine behavior. What happens is that when the following tracks are called ...
* Level 1 Introduction (Sophia preparing to leave cave)
* Get Sophia Components (after defeating boss)
* Game Ending
... the game calls a timer for each of these tracks mentioned above. If these tracks are muted, the game is basically soft locked. All I know so far is that when the timer routine runs, memory location $E0 is set to 01 to advance the next part of the game. Same thing happens to rumbleminzes port (duh, its a port after all).
For example, for the Level-1 Cave Intro, when track 06 is called (level-1 music), the timer will expire and set E0 to 01. This will call the sound FX 4E (vehicle racing away sound) and Sophia will leave the cave. The next timer after that is called to transition into the stage (ie, E0 is again set to 01 for this). Mute I found is 5D. Forcing a mute leaves Sophia stuck in the cave (never racing off to start the game).
From recollection, Cubear made a suggestion to remove the music data but this produced similar behavior. Anyway, knowing this ... for the NES to SNES port, the track IDs can be changed in PRG ROM location 268013 (A68013). In Mesen, just create a breakpoint on execution for 268013.
Changing A will call different music and FX. It be best to play the game as there different track variations called. Level-1, so far, is 06 for Cave Intro/Level-1 and 3d is Level-1 music restart after death.
At this moment in time, I have to many things going on to focus on this. Hopefully, someone else can assist you in getting this game done. You take care and Happy Holidays.
* Level 1 Introduction (Sophia preparing to leave cave)
* Get Sophia Components (after defeating boss)
* Game Ending
... the game calls a timer for each of these tracks mentioned above. If these tracks are muted, the game is basically soft locked. All I know so far is that when the timer routine runs, memory location $E0 is set to 01 to advance the next part of the game. Same thing happens to rumbleminzes port (duh, its a port after all).
For example, for the Level-1 Cave Intro, when track 06 is called (level-1 music), the timer will expire and set E0 to 01. This will call the sound FX 4E (vehicle racing away sound) and Sophia will leave the cave. The next timer after that is called to transition into the stage (ie, E0 is again set to 01 for this). Mute I found is 5D. Forcing a mute leaves Sophia stuck in the cave (never racing off to start the game).
From recollection, Cubear made a suggestion to remove the music data but this produced similar behavior. Anyway, knowing this ... for the NES to SNES port, the track IDs can be changed in PRG ROM location 268013 (A68013). In Mesen, just create a breakpoint on execution for 268013.
Changing A will call different music and FX. It be best to play the game as there different track variations called. Level-1, so far, is 06 for Cave Intro/Level-1 and 3d is Level-1 music restart after death.
At this moment in time, I have to many things going on to focus on this. Hopefully, someone else can assist you in getting this game done. You take care and Happy Holidays.
pev- Since : 2017-10-16
Re: Blaster Master (Rumbleminze SNES port)
Thank you for the assistance/useful info, I will try to get something going with this information.
batty- Wish Fairy
- Since : 2016-01-24
Re: Blaster Master (Rumbleminze SNES port)
As per batty's suggestion I'm locking the topic as Rumbleminze has released his version of Blaster Master with MSU1 enabled.
https://bsky.app/profile/rumbleminze.bsky.social/post/3lesihztsus23
https://bsky.app/profile/rumbleminze.bsky.social/post/3lesihztsus23
Relikk- Since : 2017-02-17
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Zeldix :: MSU1 Hacking :: MSU1 Development :: Finished
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