Posted 24 November 2013 - 03:24 AM
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Wow, this is awesome and it's a pretty good sounding track too. 2013 is going out with a bang in the community-- all of you guys are kicking ass
Posted 24 November 2013 - 05:17 AM
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Master Emerald, on 23 November 2013 - 11:42 PM, said:
muteKi, on 23 November 2013 - 12:22 AM, said:
Is there a .sgc file for Sonic 1?
There is but just for Sonic 1 GG :/
When I worked on smps2mid, I verified that the music data of the MS and GG versions matches exactly. (except for one additional command in the Good Ending "sound effect")
Kroc, on 23 November 2013 - 01:57 PM, said:
Therefore all the sound data from $FB27 onwards is not, as far as I can tell, part of a known track. However, it is missing a song header, and looks like a partial channel 3 and complete channel 4 of an unknown song.
I may, of course, be entirely wrong.
Is there anybody who would know how to re-piece this together and get this to play?
I tried to convert it with smps2mid and didn't get any useful results. I'm pretty sure that this is the data for sound effects though. (The first few notes looked like the ring sound effect and there are many special commands between notes.)
Posted 24 November 2013 - 06:27 AM
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ValleyBell, on 24 November 2013 - 05:17 AM, said:
Master Emerald, on 23 November 2013 - 11:42 PM, said:
muteKi, on 23 November 2013 - 12:22 AM, said:
Is there a .sgc file for Sonic 1?
There is but just for Sonic 1 GG :/
When I worked on smps2mid, I verified that the music data of the MS and GG versions matches exactly. (except for one additional command in the Good Ending "sound effect")
Kroc, on 23 November 2013 - 01:57 PM, said:
Therefore all the sound data from $FB27 onwards is not, as far as I can tell, part of a known track. However, it is missing a song header, and looks like a partial channel 3 and complete channel 4 of an unknown song.
I may, of course, be entirely wrong.
Is there anybody who would know how to re-piece this together and get this to play?
I tried to convert it with smps2mid and didn't get any useful results. I'm pretty sure that this is the data for sound effects though. (The first few notes looked like the ring sound effect and there are many special commands between notes.)
But how didn't Marble get caught in the SGC rip?
It even got an unused credits theme in Sonic 2 SMS o.o
Posted 24 November 2013 - 07:41 AM
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There is no reference to the song anywhere. You can not play something that you don't know it even exists.
If you look at the Sonic 2 SMS/GG song list
on SMSPower (search for "Sonic the Hedgehog 2"), you'll notice that it lists the unused songs. But Sonic 1 SMS doesn't have Marble Zone in its list.
(Surprisingly there doesn't seem to be a music location list for Sonic 2 SMS on the Retro wiki, btw, even though there is one for
Sonic Chaos and
STT.)
Small note to the area with unknown sound data ($FB27-$FFB1): It's referenced by the SFX list at $C740.
Posted 24 November 2013 - 07:56 AM
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ValleyBell, is there a format (VGM, MID) that the Sonic 1 music could be converted to, that one could reverse so as to get back the tune data in the ROM? I ask is because for my level editor I want to store the project data in easily viewable / accessible formats -- PAL for palettes, BMP for graphics, CSV for grid data, INI for text & metadata etc. -- so that for what my editor doesn't offer (for now), people can use external tools for. With music though, I don't know what format is reversable.
Posted 24 November 2013 - 08:01 AM
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Ah so it's the same case as the Boss in Sonic 3D.
I bet there's more unused Songs in the other 8 bit games. Or even in the 16bit games/protos, who knows?
This post has been edited by Master Emerald: 24 November 2013 - 08:02 AM
Posted 24 November 2013 - 08:09 AM
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There is no format that's directly and easily reversable.
Reversing .VGM is pretty much impossible, since it just logs what the sound driver writes to the sound chip. (almost like .wav files)
MIDIs are okay in general, but they lack support for loops and don't have direct support for all special commands. Reversing them is not impossible though, as mid2smps proves, but there are some limitations.
I would probably just save them as .bin files, that worked pretty well for SMPS music in the past years.
Posted 24 November 2013 - 08:29 AM
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I thougt as much. I wish to avoid copyright problems, but also for other reasons my editor will not ship with, nor store in the portable project files, any subsection of the ROM binary. For the music data I have imagined an ASM-like script specialised to the particular commands the S1 music data uses.
Posted 24 November 2013 - 08:44 AM
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All I can do now is just wonder and picture what Marble Zone would have been like.
To be honest, I think it's a good thing that they decided to do unique levels in the end. That makes it age better, because if it had used the same layouts and zones as the MD counterpart, it would be worthless now, being just a lesser-spec version of the same game. The different zones help to keep it relevant, since it's something you can't get on the MD version. There's good reason to own both.
Posted 24 November 2013 - 08:53 AM
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Posted 24 November 2013 - 08:56 AM
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Flygon, on 23 November 2013 - 02:24 AM, said:
Has this been ripped from an EU rom at 60hz, it sounds rapid.
Posted 24 November 2013 - 09:33 AM
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Wow, this is really cool. Does the GG version have a stereo version of it?
Posted 24 November 2013 - 09:37 AM
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ICEknight, on 24 November 2013 - 09:33 AM, said:
Wow, this is really cool. Does the GG version have a stereo version of it?
I doubt it because the rest of the Soundtrack is mono and Valleybell already said the music data is the same between versions.
This post has been edited by Master Emerald: 24 November 2013 - 09:51 AM
Posted 24 November 2013 - 09:56 AM
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Master Emerald, on 24 November 2013 - 09:37 AM, said:
ICEknight, on 24 November 2013 - 09:33 AM, said:
Wow, this is really cool. Does the GG version have a stereo version of it?
I doubt it because the rest of the Soundtrack is mono and valleybell already said the music data is the same between versions.
EDIT: Wait a minute, the GG music is mono? News to me. =(
This post has been edited by ICEknight: 24 November 2013 - 09:57 AM
Posted 24 November 2013 - 10:28 AM
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Sodaholic, on 24 November 2013 - 08:44 AM, said:
All I can do now is just wonder and picture what Marble Zone would have been like.
To be honest, I think it's a good thing that they decided to do unique levels in the end. That makes it age better, because if it had used the same layouts and zones as the MD counterpart, it would be worthless now, being just a lesser-spec version of the same game. The different zones help to keep it relevant, since it's something you can't get on the MD version. There's good reason to own both.
You know, 3 levels out of 6 are: Green Hill zone, Labyrinth zone and Scrap Brain zone. Half the game uses the same zones as the MD counterpart

The Marble zone music is an awesome find, yet, not so surprising in the end.