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Random Battle Songs - madsiur - 01-16-2022 Random Battle Songs by madsiur version 1.0 released on 01/16/2022 apply to FF3us 1.0 (no header) wiki entry download readme Files Code: random_a.asm: 8 battle songs, 4 victory fanfares assembly file Songs used All FF6 songs hacks used in this hack were created by emberling except the CT and CC victory fanfares which are the work of Gi Nattak. Each one has a data file (_data.bin) and an instrument set file (_inst.bin). Code: bins/fanfare_0: Chrono Cross: Victory Fanfare Description This patch randomize the battle songs and victory fanfares. There are 3 hacks, on for 8 battle songs / 4 fanfare songs, another 4 / 4 combo and a 4 / 2 combo. To use an asm file or an ips file of the hack, your FF3us 1.0 ROM must first be expanded to 32 Mbit, ideally with FF padding in empty space. By default, the hack use free space starting at offset $FF0000 but that can be changed in the asm file by modifying the "seek($FF0000)" macro call. You can apply an asm file to the ROM with bass v14 by typing a command such as "bass -o rom.smc random_a.asm". You can apply an IPS file to the ROM with a patching utility such as Lunar IPS (link below). Each different hack use the same song starting order, starting at 0. For example the 4 songs hack use song_0, song_1, song_2 and the FF6 battle theme as 4th song. The same logic applies to the fanfare themes, the FF6 one being the last in every case. Check the readme for more details. Modifications I made 3 versions of the hack to accommodate the most people possible but there are ways to modify the hack. For example, if you want to replace a song, you can select a new one in the ff6hacking wiki database, simply rename the _inst.bin and _data.bin files, replace them in the bins folder and run the bass command to assemble the hack. A second thing that can be done is having more than once a song ID in song_table or fanfare_table. This will change the appearance odds of that song though. This can be sort of a workaround to having a max number of songs different than 2, 4 or 8. Having a random number for example between 0 and 2 or between 0 and 5 cannot be done with a simple one-line edit of the current code. A third different thing that can be done is for example changing the line “and #$04” to “and #$01” in the code. The latter would always select index 0 or 1 from the song table (instead of a 0-3 index in the 4 songs hack) thus always selecting between the first two battle songs. Regardless of what you tweak, if you decide remove song data and instruments at the bottom of an asm file, you might need to modify in accordance the song IDs in the different tables. RE: Random Battle Songs - Lightning - 01-17-2022 Good one! I am still happily using your patch that allows different battle themes based on backgrounds or I would certainly use this. I'm sure some people will enjoy using this on top of other hacks or the vanilla game, however! |