![]() Here's one thing to remember: An SPC file has a 0x100 byte header, meaning that the actual SPC RAM dump starts at $100 instead of $0. After you have saved an SPC file, open it in a hex editor. To get a dump of this, run the game in ZSNES and press the key which is set to Save SPC(you can see this in the Misc>Misc Keys menu. What is this SPC memory I speak of? It is the bank of RAM where the sound processor is stored while the game is running. The second 16-bit value is the location to place the block of data in SPC memory. The first two bytes(1st 16-bit value) are the length of a data block to be transferred to SPC memory. But if you look at the 4 bytes preceding it, you should see this: ![]() You don't have to do anything to the one in SMW. This can help you find music data in other SNES ROMs. But what do I do with it?Usually, those 3 byte signify the start of the SPC engine in the ROM. Last edited on 05:46:23 PM by Mattrizzle Ersanio They're in SNES format, so use Lunar Address to convert them.ħ0200 SPC Engine/SFX/Instrument Definitions/unknown 24-byte tableĪnd remember, 20 CD CF is the key if you want to find the location of a SPC engine in a ROM. The following are the ROM locations of pointers to each SPC bank in SMW. It gives you a visual example of what N-SPC data looks like. N-SPC note scale/commands This is probably redundant after looking at those two links, but it may help to read three people's descriptions after all.ĭw3_star.txt This is a document I made for Pac when trying to explain some of the format to him. These posts, as well as some trial-and-error, are what actually started me off on N-SPC hacking. This is a document of all of Bouche's posts from an old thread. N-SPC? Look at Kejardon's document on Super Metroid's N-SPC format posted here. ![]() DJ Bouche also made a huge post from his notes on the N-SPC format here. SPC hacking - SMAS music format revealed! (from Archive 2) This is the thread where blackhole89 first revealed Solar Soundtrack. ![]()
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