+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Dragon Warrior lacks Noise/Percussion omgwtf
Pages: [1]
Author Topic: Dragon Warrior lacks Noise/Percussion omgwtf  (Read 383 times)
Dr. Floppy
Guest
« on: December 02, 2007, 11:22:21 pm »

Seriously, I didn't realize this until it was pointed out to me in one of Silver X's snazzy documents...

This throws a decent-sized wrench into my plans for Ghetto Warrior, which would ostensibly replace the soundtrack with popular rap tunes. As rap tends to be very beat-driven, the question is thus begged: how much ASMing are we looking at here?

Sliver X
Guest
« Reply #1 on: December 03, 2007, 07:56:29 am »

I never actually looked at the engine itself, only the data it reads, so I'm really not sure off hand.

One thing to consider is that Dragon Warrior is a very small game at only 80KB: Things are pretty tight, so much so that they started resorting to a strange form of compression at the very end of the graphics data. An additional channel would require quite a bit more data when added up for all the songs in the game.

You could always change the mapper and/or expand the ROM, but yeah, I don't know how to do that.
Disch
Guest
« Reply #2 on: December 03, 2007, 11:42:54 am »

Adding onto a music engine is no easy task.  Noise channel in paticular is kind of funky to work with, since just playing 'tones' with it doesn't really sound like anything -- you have to form frequency and envelope patterns for it to sound like anything resembling drums.


Expanding, on the other hand, is quite easy.  So if space is an issue, that can be overcome easily.  There's even enough free space in the fixed bank for a custom swap routine so you can get to the pages you add (looks like chunks of FF at offset 0x0FF60 are good to use, as well as the "DRAGON WARRIOR" ascii text)
tomaitheous
Guest
« Reply #3 on: December 03, 2007, 07:56:30 pm »


 Dragon Warrior uses the noise channel from some sound effects - enter/exiting a town and climbing stairs come to mind (might be the same sound effect for both). I have yet to emulate the noise channel on the PCE version of DW, so you can hear the missing effect or solid tone in its place.
Dr. Floppy
Guest
« Reply #4 on: December 04, 2007, 12:27:09 am »

Quote from: tomaitheous on December 03, 2007, 07:56:30 pm

 Dragon Warrior uses the noise channel from some sound effects - enter/exiting a town and climbing stairs come to mind (might be the same sound effect for both). I have yet to emulate the noise channel on the PCE version of DW, so you can hear the missing effect or solid tone in its place.

That's what I was thinking on the way to the pharmacy the other night... There *are* percussion-like sound effects within the game. The stairs/exiting town sound mentioned by Tomaitheous, which could be considered a low-pitched kick drum; the sound made when you strike an enemy (pseudo-snare); the "Excellent Move!" sound effect, which sounds like three hihat hits; etc.

Since the game already contains percussion sounds, that's half the battle won right there. I reason it's now just a matter of retooling the music engine to recognize and apply such sounds to the in-game music (and, of course, putting said parts into the individual song programs).

Somehow, I doubt this will be as easy as making SMB1 play percussion in the Underground and Dungeon levels...
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC