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Posted on 11-24-14, 09:04 am (rev. 1 by  MeroMero on 11-24-14, 09:06 am)
Death by cuteness

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Posted by MarioFanatic64
I think there's just a weird problem with modified ROMs and boss music.

I haven't even touched the boss rooms in Hack #4 and half of them are still left without music, including the final boss.


 MarioFanatic64's quote summarize the recurring problem quite well, it's something that seems to cause a lot of trouble for hackers.
The source of the problem lies in the bottom background who is loaded when you access the level (be it at the beginning or at the checkpoint).
Here is the list of the 12 compatible bottom background's slots who allow you to load the bosses themes:
1 39 41 45 47 49 55 58 61 62 63 65


The boss theme will play if the first loaded area has a compatible bottom background.
The first loaded area is the area where Mario/Luigi spawns when the level is loaded, so either area 1 or the area where the checkpoint is located.

The check is done on the bottom background's tileset only.
There's no restriction for the bottom background's palette.
Posted on 11-24-14, 10:48 am
Roy Koopa
The guy who does things.

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Well. This changes things. Thanks for posting this. It'll come in real useful.
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Posted on 11-24-14, 01:30 pm
We do what we must because we can

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Posted by Sharks
Posted by MarioFanatic64
I think there's just a weird problem with modified ROMs and boss music.

I haven't even touched the boss rooms in Hack #4 and half of them are still left without music, including the final boss.


 MarioFanatic64's quote summarize the recurring problem quite well, it's something that seems to cause a lot of trouble for hackers.
The source of the problem lies in the bottom background who is loaded when you access the level (be it at the beginning or at the checkpoint).
Here is the list of the 12 compatible bottom background's slots who allow you to load the bosses themes:
1 39 41 45 47 49 55 58 61 62 63 65


The boss theme will play if the first loaded area has a compatible bottom background.
The first loaded area is the area where Mario/Luigi spawns when the level is loaded, so either area 1 or the area where the checkpoint is located.

The check is done on the bottom background's tileset only.
There's no restriction for the bottom background's palette.


That´s weird. I use BG 45 in every area and it still doesn´t work.
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Posted on 11-24-14, 01:48 pm
この記号は… 解読できないよ…


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Posted by Sharks
The boss theme will play if the first loaded area has a compatible bottom background.


I see. Thanks for this and the list, it will be handy for many hackers.

Posted by Arceus
Posted by Sharks
Posted by MarioFanatic64
I think there's just a weird problem with modified ROMs and boss music.

I haven't even touched the boss rooms in Hack #4 and half of them are still left without music, including the final boss.


 MarioFanatic64's quote summarize the recurring problem quite well, it's something that seems to cause a lot of trouble for hackers.
The source of the problem lies in the bottom background who is loaded when you access the level (be it at the beginning or at the checkpoint).
Here is the list of the 12 compatible bottom background's slots who allow you to load the bosses themes:
1 39 41 45 47 49 55 58 61 62 63 65


The boss theme will play if the first loaded area has a compatible bottom background.
The first loaded area is the area where Mario/Luigi spawns when the level is loaded, so either area 1 or the area where the checkpoint is located.

The check is done on the bottom background's tileset only.
There's no restriction for the bottom background's palette.


That´s weird. I use BG 45 in every area and it still doesn´t work.


Maybe use a boss BG for the boss area?
Posted on 11-24-14, 02:03 pm
Death by cuteness

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@Thierry I know for a fact this is not the problem since I played the hack on a R4 and the final boss music did load after all.

@ Arceus Maybe because the theme uses more than 16 channels ?
From what game did you take that final boss theme ? I can give it a try.
I remember having the exact same problem while trying to insert this:

The music simply wouldn't play, so it's not an isolated case.
Posted on 11-24-14, 02:15 pm
We do what we must because we can

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It was from Kirby: Canvas Curse. But in the normal level test it worked.
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Posted on 11-24-14, 03:49 pm
Death by cuteness

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No avail, I tested and while it plays in VGMTrans, it doesn't load ingame.
Maybe someone more experienced in sound hacking can give you a definite answer though.
Posted on 11-24-14, 04:48 pm (rev. 1 by  Hiccup on 11-24-14, 04:49 pm)
Birdo


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Maybe it is because the final boss has to load extra voices and some of the end music?
Posted on 11-24-14, 06:10 pm
We do what we must because we can

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Posted by Hiccup
Maybe it is because the final boss has to load extra voices and some of the end music?


No. I tested it with different sound sets and the end music is separated from the final boss music.
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Posted on 11-24-14, 08:59 pm
Birdo


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Sound sets aren't for the music though, I think.
Posted on 11-25-14, 01:49 pm
Roy Koopa


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Posted by Hiccup
Sound sets aren't for the music though, I think.


It is. Some sound sets are loading more than others, so whether your music plays does depend on the sound set sometimes.
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Posted on 11-25-14, 02:04 pm
Death by cuteness

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Since: 05-01-13
Posted by ray
It is. Some sound sets are loading more than others, so whether your sound set plays does depend on the music sometimes.

FTFY, you got it backwards
Posted on 11-25-14, 02:32 pm
Roy Koopa


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No, I said it completely right. I often had the problem that my music wasn't playing because of a wrong sound set
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Posted on 11-25-14, 03:15 pm


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...Wait. This was not known?
Posted on 11-25-14, 03:33 pm (rev. 2 by Thierry on 11-25-14, 03:35 pm)
この記号は… 解読できないよ…


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Posted by skawo
...Wait. This was not known?


Yeah, you goes wierd when you notice something simple (or not) you know isn't known by anyone else.
Posted on 11-25-14, 03:53 pm
Death by cuteness

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Since: 05-01-13
Posted by ray
No, I said it completely right. I often had the problem that my music wasn't playing because of a wrong sound set


Really ? Well I never got that problem.
I knew that, for a given sound set, if you use a theme that uses too much channels, some sounds of the sound set might not play at all, in fact I'm just going to quote myself.
Posted by Sharks
Note 2 : if the playing music use too much channels, some sounds may be scrapped (which is what happens with sound set 42(2A) for example, both spiked balls and castle sounds play with the Tower theme but spiked balls become mute with the Castle and Overworld themes).


Do you remember some of the faulty combos of soundsets + music that make the latter not play ?
Posted on 11-25-14, 04:37 pm
Roy Koopa


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No I don't, since I encountered that problem with custom music only
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