![the lost vikings snes music the lost vikings snes music](https://www.spriters-resource.com/resources/sheets/54/57537.png)
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![the lost vikings snes music the lost vikings snes music](https://i.ytimg.com/vi/sdu37cmrPYg/maxresdefault.jpg)
![the lost vikings snes music the lost vikings snes music](https://www.retrogames.cz/games/312/SNES_01.gif)
That's is an extremly difficult task if possible at all. So, these are just some of the reasons why no program to date can rip all sounds from any old SNES ROM.
![the lost vikings snes music the lost vikings snes music](https://www.retrogames.cz/games/773/DOS_02.gif)
This is NOT easily feasible by an automated program.
The lost vikings snes music code#
While many sound effects are played back as an 'instrument' sample, some are streamed which are near impossible to capture unless you look at the main CPU code that transfers data to the sound processor and understand where it fetches the data from, how large it is and what it is. Streaming can be used for the background music(usually nto for space reasons, but a few games have) or to insert complex sound effects at any time or voice samples. It can be compressed beyond the standard BRR compression if the game wanted it to be. So, even if you captured the SPC700 program, you won't get the streamed information from the main CPU which can come from RAM or ROM from any location the game wants to pull it from at any time. In a case like this, the main SNES CPU can stream data so the SPC700. You need to capture this special custom program and emulate it because it is just about the ONLY way you're going to be able to play back the music. These are reasons why the SPC file format is necessary. It can be a variety of formats because there must be CUSTOM player code to play back the music. The music that is played back can be stored in MIDI format, tracker format (such as MOD), or a completely custom format which is generally what is more commonly used. It can CREATE new instrument samples or sound effects ON THE FLY! This is generally only used for simple wave generation to mimic say the square wave sound of the NES etc, but it can be used for some other things. It handles the actual playback of stored music files.ģ. This controls when to change sound effects, background music, or other more advanced tasks.Ģ. It interfaces with the main CPU using custom communications protocol. Probably every game that isn't made by the same company or share their development uses a DIFFERENT program.ġ. EVERY game will be required to code a CUSTOM sound program to be loaded into the SPC700. What does this mean? Well, right from the start, it means you can create your sound system in a variety of ways. The only thing that is standard is the fact that instrument samples and streamed audio must be adhere to a specific format. There is NO standard format for SNES music. The SNES has a dedicated sound controller co-processor, the SPC700 which controlled a S-DSP chip which actually generated the sound. However, with flexibility comes complexity in this case. That's why it sounds so much better than comparable systems from that time period. The SNES had extremley flexible sound hardware for it's time.