MarkeyJester, on Today, 05:26 PM, said:
Hmm, try this... In the source code, put:
Right before the binclude of the music track, then open up the binary ROM and search for "Test" ASCII text string, directly after that will be your music track, you'll then have the address of the music track, using that, you can track down the exact address of the voice, you then take the voice address, subtract the music address, and that'll give you the offset in the individual music track binary file itself (if that makes sense).
dc.l 'Test'
Right before the binclude of the music track, then open up the binary ROM and search for "Test" ASCII text string, directly after that will be your music track, you'll then have the address of the music track, using that, you can track down the exact address of the voice, you then take the voice address, subtract the music address, and that'll give you the offset in the individual music track binary file itself (if that makes sense).
okay, I've done that, and the address that came out is $13DE6C.
So, let me make sure I've got this right:
E617 is already byte-swapped, so I subtract $8000, and get $6617
Now I take $13DE6C, and round it down to the nearest $8000 (138000)
Then I add $6617, ending with the address $13E617?
That can't be right... Now the address is supposedly $7AB from the file start, and it was only $4E3 bytes long...
EDIT: Also, if anyone is willing to help me with porting an object in from Sonic 2 Beta, please PM me. I've gotten it to compile already, but it crashes the game when loading.
This post has been edited by Caverns 4: Today, 06:53 PM
