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Super Adventure Island II: SPC files won't load.
I'm trying to get the files from Super Adventure Island II to load into VGMTrans but nothing happens. I tried to see if getting the spcs from different websites would work, but it still didn't. I got the first Adventure Island along with II and only the files from the former work.
Super Adventure Island II is not supported at the moment, I suppose. The game's developed by Make Software and I have never disassembled their sound program yet.
The first Super Adventure Island game falls under the Quintet/Yuzo Koshiro collection. The same build is used by Magic Sword. It has the same VCMD code (within the scope of what I looked up) as the Japanese version of Actraiser, which is also the earliest version used. The US and European version of ActRaiser (and Soul Blader/Soul Blazer, which uses the same build) are a later version.
Now... regarding the sequel... Make Software is an unusual case.
First of all, there is no relation to Super Nichibutsu Mahjong, Super Nichibutsu Mahjong 2 and Super Nichibutsu Mahjong 4. These are just standard N-SPC/Kankichi VCMD code-wise, including the phrase format.
Instead, I'm referring to these games, roughly in ordering of versioning (indented means build is identical)...
- Bill Laimbeer's Combat Basketball
- Earth Light
- Super Momotarou Dentetsu II
- Super Momotarou Dentetsu III
- Elfaria
- Takahashi Meijin no Daibouken-jima II/Super Adventure Island II
- Super Momotarou Dentetsu DX
- Momotarou Dentetsu Happy
All of them use a header format that completely discards the phrase format. Instead, you have a single byte indicating which channels are there, and then a set of eight pointers, one per channel.
The oldest ones, referring to Bill Laimbeer's Combat Basketball and Earth Light, have new VCMDs, but are based off of standard N-SPC/Kankichi internally. However, this is not what we're here for...
Instead, we go to Super Momotarou Dentetsu II (and its numbered sequel and Elfaria). The header format is the same, but, by my own suspicion, the differences are massive internally, and may not be N-SPC-based at all.
What happens next is where Super Adventure Island II comes into play. The VCMD format, shockingly, seems to revert to standard N-SPC/Kankichi, but with $EB-$EC cut (meaning no tremolo), $FB dummied out, and $FC as a new VCMD (everything else past that is not valid). The velocity and quantization table, which I haven't been able to locate in Super Momotarou Dentetsu II, even make a return appearance. There are probably even more differences in execution, and programmatically, we probably have massive differences. The first difference I caught was with vibrato: the rates worked more like a fractional counter instead of an offset in pitch, and the depth does not have a massive jump beyond $F0.
Super Momotarou Dentetsu DX and Momotarou Dentetsu Happy are a different build, but are also possibly N-SPC-based in internal format minus the header and with the modifications applied accordingly. I haven't check this one for differences yet, though.