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Posted: Thu Feb 10, 2011 5:58 am
by Dwedit
What about looking at an NSF for the init address, finding the corresponding address in the NES rom, and adding a check for certain values?
Posted: Thu Feb 10, 2011 8:44 am
by Ryan8bit
Ok, I got Contra done. It was a little bit harder to do than Ninja Gaiden because of no sound test, plus the data isn't all in the same place. Ninja Gaiden has all the song and sound effects pointers in one nice, big block, whereas Contra's are spread all over.
Jedi QuestMaster, what methods are you using to find the music and silence it?
It's interesting to see other names around here I recognize like dwedit and Memblers. Maybe I should look around some more?
I'll be working on Mega Man 2 next.
Posted: Sun Feb 13, 2011 11:35 pm
by Jedi QuestMaster
I'll sometimes go off the NSFs to see if the order reflects the values on the rom using a cheat search.
Posted: Sat Feb 19, 2011 3:39 pm
by Optomon
Ryan8bit wrote:Ok, I got Contra done. It was a little bit harder to do
It's interesting to see other names around here I recognize like dwedit and Memblers. Maybe I should look around some more?
The gets small quickly, doesn't it?
The easiest way I've found to silence the music is to just overwrite the music pointer addresses with ones that just point to a single FF byte, which typical indicate the end of a track. I've had to do this a few times in my projects. Sounds like that's what you're doing Mr. 8bit but I'm not sure..
Posted: Thu Feb 24, 2011 4:25 pm
by Jedi QuestMaster
I'm going to have to pass on Punch Out!! - I was only successful for these three:
01A530 (02) Title
01A4EB (03) Intro Sequence
01AD2E (1A) Password Screen
00 is silence
FF stops the music
Posted: Sat May 14, 2011 4:34 pm
by tepples
Super Mario Bros. (JU) (PRG 1)
9113:24,D81D:24
Game Genie: GZPPLP GZPSSA
First code disables level music; second code disables starman music.