Codes to silence the music

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Codes to silence the music
by on (#73173)
I want to make a video of what a game with a hypothetical Moero Pro Yakyuu-inspired expansion sound chip would sound like. Moero Pro Yakyuu is the Japanese version of Bases Loaded, and it has an onboard sound chip playing one of 16 recordings of sampled speech. A modern version of this would play .mp3 or .ogg background music, sort of like this hardware hack but with software control of the track number.

Is there a repository of Game Genie or hex codes to silence the music in numerous NES games, leaving only sound effects?


And would Jurassic Park sound like this?

by on (#73216)
For Journey to Silius, I have these cheats that can be used in FCEUXD (or any emulator with cheat codes):

-Music Modifier- (replace w/ value '17' for silence)

Master:
00D1

Title:
Hex - 007310 00 xx

Game Over:
Address - DAF1 13 xx
Hex - 01DB01 0D xx

Stage 1:
Address - DAE7 05 xx

Stage 2:
Address - DAE8 09 xx

Stage 3:
Address - DAE9 07 xx

Stage 4:
Address - DAEA 08 xx

Stage 5:
Address - DAEB 05 xx

Boss:
Address - E198 10 xx

Death:
Address - C3DC 36 xx
Hex - 01C3EC 24 xx

Victory:
Hex -01B1C7 25 xx

Ending:
Address - C26F

What games do you have in mind? I can come up with some codes for you.

by on (#73245)
Mostly I'm looking for codes for any game with well-known and well-loved OCRemixes.

by on (#73311)
Got it. Mega Man 2 coming up. Image

I guess that means no awesome Batman: Return of the Joker arrangements. :cry:

Unless these count: http://fit.faccat.br/~agressor/batman/? :D

Edit: For Mega Man 2, I had to use multiple addresses:

055E
055D
053F
053E
0520
051F
0501
0500

Set them all to '00' & there should be no sound, but still SFX. A little precaution: I only tested it for a little while using Woodman's stage.

by on (#73319)
Thanks for the ideas.

Games whose music has been remixed for Brawl count, except for games that already have an in-game music switch like Tetris and Dr. Mario.

by on (#73338)
Zelda II:

07FB: 00 (music is frozen for a short time on the first notes when it's supposed to start playing, then goes silent for the rest of the duration)

I tested this playing the first temple:

-level up sound does the same
-picking up an item does the same
-it will do it again for the music for a boss
-faeries will still sound normal
(basically any song that takes over the music will play for a short while, then stop)

Edit:

Rush 'n Attack:

0077: 00

-the alarm will still play
-music will play a short note, then be silent until the boss theme.
-death music still plays

Castlevania:

Disable Music Stage 1 - Watch the first two demonstrations. When it starts on the third, press 'START.' The intro music should play, but the music for the first stage shouldn't. It will resume after you die. The boss theme will stay play.

by on (#73690)
My friends in Bit Brigade were also interested in something similar. They play covers of game music, live, while someone plays through the game. They match what all of the music on-screen should be. So far they've done this with Contra, Ninja Gaiden, and Mega Man 2.
http://www.youtube.com/watch?v=FBRrPn-s3vs

But they're interested in seeing what options are available for keeping the SFX intact on the NES while all of the music is disabled. We've already ruled out channel isolation, of course. Is it feasible to modify these roms to disable all music tracks from starting? Would anyone be interested in helping with that? I think they're also interested in Castlevania and Mike Tyson's Punch-Out, in addition to the above titles. :)

For the time being, they've sampled some of the SFX and they actually have the player trigger whatever ones he can from a sampler (like "boss getting killed" and "fortress explodes" in Ninja Gaiden since they occur in down time/during cutscenes). But yeah, that's a limiting and roundabout solution.

by on (#73694)
bucky o'hare wrote:
My friends in Bit Brigade were also interested in something similar. They play covers of game music, live, while someone plays through the game. They match what all of the music on-screen should be. So far they've done this with Contra, Ninja Gaiden, and Mega Man 2.
http://www.youtube.com/watch?v=FBRrPn-s3vs

That's pretty cool, here's a longer video: http://www.youtube.com/watch?v=-fJdAnu9MDU

And yeah, I think most music engines should allow disabling music separately from sfx pretty easily in hands of a capable reverse engineer/rom hacker. :) I may give it a try later.

by on (#73699)
Oh happy day!

Hello friends. Thanks to the glorious hand of bucky o'hare, it looks like a Bit Brigade dream might come true! I play guitar in Bit Brigade and we have been talking a lot lately about what to add to our repertoire of games. As bucky has already said, it currently consists of MM2, Ninja Gaiden, and Contra. The next big idea is to do Punch-Out, but with classic brawler/action/boss themes in place of the regular P-O fight music (saving that for Tyson himself). Of course, we quickly realized that watching someone play Punch-Out, even if there's a rock band blaring in real time, seems empty and awkward without the copious sound effects.

Anyone who could help us in this endeavor would be heroic! I already own a PowerPak, so that's settled. :)

And yes, bucky, I do believe CV1 is a possibility! Double Dragon 2 is looking good these days as well. Hell, if we could get SFX roms of all the games we already do, that would bring our experience to an overwhelmingly ultimate nexus (if I do say so myself...I'm still new to the band and still look at it from a fan's perspective a lot of the time! :P)

by on (#73700)
It's been a while since I've ripped an NSF, but it seems like I remember a lot of them seemingly used separate init addresses for the music and sfx. Maybe just replacing calls to the music init with NOPs would work in some cases. In all the NSFs I ripped, I only included the sfx whenever it was the same init address as the music (and didn't require obscene amounts of re-ordering the track list).

by on (#73733)
Our good pal Ryan8Bit is on this so hard! He already completed Ninja Gaiden, and is set to work on the rest of our repertoire as well as future projects! AMAZE.

by on (#73738)
Prizmatic Spray wrote:
Our good pal Ryan8Bit is on this so hard! He already completed Ninja Gaiden, and is set to work on the rest of our repertoire as well as future projects! AMAZE.

Can you tell him to post here what he's working on so we don't needlessly work on the same games.

by on (#73746)
I'll ask him to poke his head in for sure!

by on (#73753)
I just did Ninja Gaiden and was going to move my way down the list, but I'm currently not working on one.

NG was a lot easier to peg down because it has a sound test built in the game that even uses the on screen number as an offset for the pointer.

If one of you guys want to try doing one, go ahead and pick one and just post about it, and I'll just move onto another one and post about it.

EDIT: I have poked around a little bit with Contra, so that will probably be the one I do next.

by on (#73762)
Wow - I should've checked this thread more often. :o

Didn't think anyone else was interested. :o

I already started working on Mike Tyson's Punch Out!!

So far I managed to silence the Title, Intro, & Password screens. I'll post a patch file once it's finished.

by on (#73765)
What about looking at an NSF for the init address, finding the corresponding address in the NES rom, and adding a check for certain values?

by on (#73775)
Ok, I got Contra done. It was a little bit harder to do than Ninja Gaiden because of no sound test, plus the data isn't all in the same place. Ninja Gaiden has all the song and sound effects pointers in one nice, big block, whereas Contra's are spread all over.

Jedi QuestMaster, what methods are you using to find the music and silence it?

It's interesting to see other names around here I recognize like dwedit and Memblers. Maybe I should look around some more?

I'll be working on Mega Man 2 next.

by on (#73970)
I'll sometimes go off the NSFs to see if the order reflects the values on the rom using a cheat search.

by on (#74230)
Ryan8bit wrote:
Ok, I got Contra done. It was a little bit harder to do
It's interesting to see other names around here I recognize like dwedit and Memblers. Maybe I should look around some more?


The gets small quickly, doesn't it?

The easiest way I've found to silence the music is to just overwrite the music pointer addresses with ones that just point to a single FF byte, which typical indicate the end of a track. I've had to do this a few times in my projects. Sounds like that's what you're doing Mr. 8bit but I'm not sure..

by on (#74548)
I'm going to have to pass on Punch Out!! - I was only successful for these three:

01A530 (02) Title
01A4EB (03) Intro Sequence
01AD2E (1A) Password Screen

00 is silence
FF stops the music

by on (#78149)
Super Mario Bros. (JU) (PRG 1)
9113:24,D81D:24
Game Genie: GZPPLP GZPSSA

First code disables level music; second code disables starman music.