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	<title>meta &#8211; Saki&#039;s Romhacking Shenanigans</title>
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		<title>Welcome to Saki&#8217;s &#8220;Romhacking&#8221; Dumpsterfire!</title>
		<link>https://sakimotor.github.io/2023/01/24/welcome-to-sakis-romhacking-dumpsterfire/</link>
		
		<dc:creator><![CDATA[sakicore]]></dc:creator>
		<pubDate>Tue, 24 Jan 2023 00:37:52 +0000</pubDate>
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		<category><![CDATA[intro]]></category>
		<guid isPermaLink="false">https://sakimotor.github.io/?p=8</guid>

					<description><![CDATA[A short story about me, my passions, and the purpose of this blog.]]></description>
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<p>Hello there. If you&#8217;re reading this without knowing me yet, I&#8217;m <strong>Saki</strong>, a (as of this post) 21 year old French guy with a fair amount of knowledge when it comes to programming (<em>C, Java, Python</em> and even a slight amount of <em>assembly</em>) and, most importantly, someone who&#8217;s <a href="https://www.youtube.com/channel/UCsIqSsvvtAXmF8X9Lcx9tYg" data-type="URL" data-id="https://www.youtube.com/channel/UCsIqSsvvtAXmF8X9Lcx9tYg"><em>really </em>into video game music</a>.  Why specify that for a blog (supposedly) about <em>romhacking </em>? The answer is easier than you might think!</p>



<p>First of all, a lot of games tend to not have an official soundtrack album<strong>  at all</strong>, no matter how famous the compositions might be. Take <a href="https://vgmdb.net/forums/showthread.php?t=1977" data-type="URL" data-id="https://vgmdb.net/artist/1301"><em>Ecco The Dolphin: Defender Of The Future</em></a> as an example: the game is widely-known for its gorgeous music made by <strong><em>Tim Follin &amp; Attila Heger</em></strong>, yet we are still to have an official release, truly a shame. </p>



<figure class="wp-block-image size-full"><img decoding="async" width="993" height="889" src="https://sakimotor.github.io/wp-content/uploads/2023/01/firefox_I2Om071Nnf.png" alt="" class="wp-image-89" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/firefox_I2Om071Nnf.png 993w, https://sakimotor.github.io/wp-content/uploads/2023/01/firefox_I2Om071Nnf-300x269.png 300w, https://sakimotor.github.io/wp-content/uploads/2023/01/firefox_I2Om071Nnf-768x688.png 768w" sizes="(max-width: 993px) 100vw, 993px" /><figcaption class="wp-element-caption"><em>130K views and still no official release smh smh</em></figcaption></figure>



<p>Secondly, some games had a <em>soundtrack</em> released, but it was not faithful to how it sounded ingame. This is a common occurence with the old releases, such as the Namco GSM collections, or even the obscure Amiga shoot&#8217;em&#8217;up <a href="https://vgmdb.net/album/42332" data-type="URL" data-id="https://vgmdb.net/album/42332">Apidiya </a>(how Techno Party sounds on the <a href="https://www.youtube.com/watch?v=Q3Ps3d-JiOg">album</a> vs how it sounds <a href="https://www.youtube.com/watch?v=57YNerorom8" data-type="URL" data-id="https://www.youtube.com/watch?v=57YNerorom8">ingame</a>, not quite the same).</p>



<figure class="wp-block-image size-full"><img decoding="async" width="958" height="501" src="https://sakimotor.github.io/wp-content/uploads/2023/01/image-6.png" alt="" class="wp-image-93" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/image-6.png 958w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-6-300x157.png 300w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-6-768x402.png 768w" sizes="(max-width: 958px) 100vw, 958px" /><figcaption class="wp-element-caption"><em>Notice the &#8220;Arrangement&#8221; classification.</em></figcaption></figure>



<p></p>



<p>As such,  it is common for game music to be g<em>ameripped</em>,a process during which we extract a game&#8217;s music straight from the files, in order to have the faithful sound. </p>



<p>This process is rarely a straightforward one, especially when it comes ot old and/or console games, which almost always use either archives or proprietary audio codecs , sometimes to optimize on space, sometimes to obfuscate the data,<em> often both</em>. </p>



<figure class="wp-block-image size-full"><img decoding="async" width="632" height="96" src="https://sakimotor.github.io/wp-content/uploads/2023/01/image-7.png" alt="" class="wp-image-94" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/image-7.png 632w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-7-300x46.png 300w" sizes="(max-width: 632px) 100vw, 632px" /><figcaption class="wp-element-caption"><em>Do I look like a know what an RPGMVO is ?</em></figcaption></figure>



<p>That&#8217;s when the <em>romhacking</em>/<em>reverse-engineering</em> part comes in! Since the used file formats are proprietary, and usually not readable as is, a great amount of effort has been put by numerous people through time in order to document said formats, and come up with <em>tools</em> that can read the data, and even convert it to more common formats. </p>



<p>Take the <em>Super Nintendo</em>&#8216;s .<em><a href="http://www.vgmpf.com/Wiki/index.php?title=SPC">SPC </a></em>format for example, which is conceptually not unlike a .<em>MIDI </em>file (don&#8217;t take my words on that, I&#8217;m not a musician nor a sound engineer). The format has been documented so much that it is now possible to read the audio on your own computer by using one of the dozens of available <a href="http://snesmusic.org/v2/players.php" data-type="URL" data-id="http://snesmusic.org/v2/players.php"><em>tools</em> </a>, even if you don&#8217;t even <em>own</em> an SNES!</p>



<figure class="wp-block-image size-large"><img decoding="async" width="1024" height="293" src="https://sakimotor.github.io/wp-content/uploads/2023/01/image-8-1024x293.png" alt="" class="wp-image-95" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/image-8-1024x293.png 1024w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-8-300x86.png 300w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-8-768x220.png 768w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-8-1536x439.png 1536w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-8.png 1745w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption class="wp-element-caption"><em>And that&#8217;s not even all the .SPC decoders you can find, only the ones listed on SNESMusic.org!</em></figcaption></figure>



<p></p>



<p>Lastly, I felt the need to mention I&#8217;m <em>French</em>. Why that ? Once again, the answer is not hard! </p>



<p>When I play some games, mostly English ones but sometimes Japanese as well ( I don&#8217;t speak that language unfortunately), the thought &#8220;<em>hmmmm I wish this was translated in French&#8221;</em> often comes to my mind. For Japanese games with voice acting, I also often think about making <em>undubbed</em> versions on their western counterparts (i.e modifying the game to use the japanese voices as it wasn&#8217;t a standard until the <em>late-PS3</em> era). </p>



<p>Because of that, I&#8217;ve looked unto various games, various file formats, by using a plethora of tools available on <em><a href="https://zenhax.com/" data-type="URL" data-id="https://zenhax.com/">ZenHax</a>, <a href="https://forum.xentax.com/" data-type="URL" data-id="https://forum.xentax.com/">Xentax</a>, <a href="https://www.romhacking.net/">ROMhacking.ne</a></em><a href="https://www.romhacking.net/"><em>t</em></a> and whatnot, sometimes with mitigated success, but mostly with complete failure at the end of the day.</p>



<figure class="wp-block-image size-large"><img decoding="async" width="1024" height="520" src="https://sakimotor.github.io/wp-content/uploads/2023/01/image-9-1024x520.png" alt="" class="wp-image-96" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/image-9-1024x520.png 1024w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-9-300x152.png 300w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-9-768x390.png 768w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-9-1536x780.png 1536w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-9.png 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption class="wp-element-caption"><em>My attempt at porting the <a href="https://www.omori-en-francais.com/" data-type="URL" data-id="https://www.omori-en-francais.com/">French</a> OMORI patch to the Switch version, notice how some text doesn&#8217;t fit and how the font is messed up.</em></figcaption></figure>



<p></p>



<p>However! All is not to throw away! Even if I didn&#8217;t manage to obtain the results I wanted, I still got to familiarize myself with a plethora of <em>romhacking</em> tools that might end being of use someday, either by myself (once I&#8217;ve acquired enough patience and experience), or someone else, who might be more competent, more patient, or simply more stubborn than me.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="915" height="416" src="https://sakimotor.github.io/wp-content/uploads/2023/01/image-10.png" alt="" class="wp-image-97" srcset="https://sakimotor.github.io/wp-content/uploads/2023/01/image-10.png 915w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-10-300x136.png 300w, https://sakimotor.github.io/wp-content/uploads/2023/01/image-10-768x349.png 768w" sizes="(max-width: 915px) 100vw, 915px" /><figcaption class="wp-element-caption"><em>Behold, my &#8220;Dreamcast&#8221; folder after my (not very fruitful) attempt at porting the JP Space Channel 5 voices to the PAL version.</em></figcaption></figure>



<p></p>



<p>Such is the purpose of this blog: talking about some tools I used, the way they are supposed to be used and what can be done with them. Prepare for some <strong>action </strong>(and some ranting), we&#8217;re going to <strong>break through</strong> the formats! (<em>mostly with preexisting tools, but the day might come when I&#8217;ll reverse a format by myself&#8230;)</em></p>
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