Secret of Mana sound issue

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Treshi

Secret of Mana sound issue

Post by Treshi »

Hey all, I was wondering if something that's happening when I play Secret of Mana on this emulator is a part of the game, or a glitch/problem that I could fix.

Whenever a sound plays (eg. attacking, getting hit, going up and down stairs, running fast) it will interrupt a part of the game's background music. I googled quite a bit and didn't see this mentioned anywhere, so I wasn't sure if it's a part of the game or not.

Any help would be appreciated :D
Deathlike2
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Post by Deathlike2 »

IIRC, this is normal behavior on the original cart.

This game was meant to be for the fabled "SNES CD", but that didn't happen. So what ended up happening (to get the game back into cart form during this process) was that a lot of the music+sounds clash, and they use some of the same sound channels.
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Treshi

Post by Treshi »

Ah, ok thanks. It just gets to me when I'm trying to enjoy the boss music and due to the stupid AI of teammates they keep getting hit and I don't get to hear the music at all :/
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Post by creaothceann »

You could learn romhacking, and rewrite the game's sound engine. ;)

http://board.byuu.org/viewtopic.php?f=16&t=422
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Post by grinvader »

Using extra bankswitching for additional data is useless there. You want a software mixer ala ToP/SO.
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Post by paulguy »

It also lets you play .WAVs in a directory with the ROM, sorta like Sega CD dumps with separate ISO+WAVs. So if you converted the SPCs to WAVs.. or provided equivalent music, you could have it use those, and somehow hack the game to not play the music through the SPC.
byuu

Post by byuu »

The fake device also pretends to have the S-DSP's stereo cart mixer pins connected to it, allowing you to stream audio. So just leave the original S-SMP engine to only play sound effects, while the 21fx plays just the background audio. Do this by hooking the CPU-side calls to play BGM -- disable the S-SMP transfer and send a 21fx audio command instead.

While a ROM hacker could add this very easily, I don't think asking a casual user to learn the skill is going to be fruitful.
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Post by Squall_Leonhart »

oh shush byuu, or we'll make you do it :P haha
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Post by creaothceann »

byuu wrote:The fake device also pretends to have the S-DSP's stereo cart mixer pins connected to it, allowing you to stream audio. So just leave the original S-SMP engine to only play sound effects, while the 21fx plays just the background audio.
The logical extension of that idea would be a "virtual device" that takes the SNES' video output and puts new graphics on top of it.
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Post by paulguy »

Nintendo CD 32X
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Post by Gil_Hamilton »

paulguy wrote:Nintendo CD 32X
Admit it, you're jealous of the Sega Tower of Power.
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Post by kode54 »

grinvader wrote:Using extra bankswitching for additional data is useless there. You want a software mixer ala ToP/SO.
I thought those used dynamic channel allocation, not software mixing. Also, there are several other games that use dynamic channel allocation, such as Zombies Ate My Neighbors, which uses the channels in a rotating cycle. And then there are several which use a different player, containing the notice "SLICK/Audio v1.01 Copyright(C)1994 Bitmasters,Inc.", such as Earthworm Jim, Mohawk & Headphone Jack... Earthworm Jim 2 also uses the same engine, but v1.07b according to the notice text. There are probably another handful of games that use this player, I don't have a GoodSNES / No-Intro / Whatever set handy to grep for the notice text. I think somebody else already did that for me a few years ago, but I've forgotten the majority of the games.
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