====================== CV3 - Music Docs by sl3DZ ver. 0.4 ====================== Castlevania 3 uses modified CV1 sound engine, only drums uses different values Remember to add 10 to the adress when you are using hex editor JP version uses the same values for notes, drums but every table is in different area Have fun making new music for your hacks ver 0.2: added information about sample setup and location ver 0.3 added information about SFX and Music Pointers ver 0.4 added information about instruments credit for beltube for help yt: https://youtu.be/1KwJPJJnwxg?si=PPAu_Wh7c5eeH76z ====================== Notes ====================== XX First nibble is note Notes - {C C# D D# E F F# G G# A A# B} Hex - {0 1 2 3 4 5 6 7 8 9 A B} Second nibble is length 0 - F (0 is the shortest, F is longest) Cx is rest ====================== Tempo ====================== D1 - DF (Faster - slower) D0 crash the game (when use on Sqaures) ====================== Instruments ====================== DX XX XX XX To create instrument you have to change tempo DX First byte is pulse width and how it decay (you have to experiment) Second byte is is volume (84 is standard lead) Third byte is release (you have to experiment) ====================== Octaves ====================== E0 - E8 (lowest - highest) ====================== Drums ====================== 28 - hit hat open (noise) B0 - Bass drum (DPCM & noise) 16/17/18/19 - hit hat close (noise) A0 - Snare (DPCM & noise) 45/46/47/48 - Snare (noise) 05/06/07/08 - Bass drum (noise) 70 - Tom (DPCM) 60 - laugh ====================== Loops ====================== FE XX XX XX FE followed by three bytes is a repeat control. Second byte is the number of times to repeat (FF - infinity) Third and fourth are the pointer to loop to. ====================== Samples ====================== ################ Sample setup ################ XX XX XX XX First byte is sample rate (00 - 0F) I don't know second byte does Third byte is place where sample is (00 - FF) Fourth byte is size (00 - FF) Bass drum [32160 - 32163] *Tom 1 [32158 - 3215B] *Tom 2 [32154 - 32157] *Tom 3 [32150 - 32152] Laugh [32180 - 32183] Snare [3215C - 3215E] whip [32164 - 32167] Trevor hurt [32168 - 3216B] Sypha hurt [32170 - 32173] Alucard hurt [32174 - 32177] Grant hurt [3216C - 3216F] Boss death [32188 - 3218B] *this is the same sample but with different setup ################ Sample location ################ bass drum [E000 - E010] Snare [E040 - E0C0] Tom [E140 - E240] Laugh [E800 - F300] Boss death [F300 - FEC0] Whip sound [3C240 - 3C680] Trevor/Grant/Alucard hurt [3C680 - 3C740] Sypha hurt [3C740 - 3C800] ====================== Tables ====================== Beginning: square 1: 147AC - 14A7E square 2: 14A7F - 14C74 Triangle: 14C75 - 14E42 Noise: 14E43 - 14FBD Mad Forest: square 1: 14FBE - 15183 Square 2: 15184 - 1531B Triangle: 1531C - 154A3 Noise: 154A4 - 15575 Stream: square 1: 15576 - 156FC square 2: 156FD - 15867 Tringle: 15868 - 1596C Noise: 1596D - 15A02 Dead Beat: square 1: 15A03 - 15B5A square 2: 15B5B - 15CCC triangle: 15CCD - 15E00 noise: 15E01 Clockwork: square 1: 15E02 - 15FE5 square 2: 15FE6 - 16146 Triangle: 16147 - 161E1 Noise: 161E2 Aquarius: square 1: 161E3 - 16334 square 2: 16335 - 164C5 Triangle: 164C6 - 16623 Noise: 16624 - 166F1 Rising: square 1: 166F2 - 16A47 square 2: 16648 - 16CC4 triangle: 16CC5 - 16DA9 noise: 16DAA - 16E3B Anxiety: square 1: 16E3C - 16FDF square 2: 16FE0 - 1714C triangle: 1714D - 17200 Noise: 17201 - 172CC Nightmare: square 1: 172CD - 17375 square 2: 17376 - 1740D triangle: 1740E - 17473 Noise: 17474 Flash Back: square 1: 17475 - 175E9 square 2: 175EA - 17690 triangle: 17691 - 17748 noise: 17749 - 17785 Prayer: square 1: 177A2 - 177C8 square 2: 177C9 - 17817 triangle: 17818 - 1782F noise: 17830 - 17838 Demon Seed: square 1: 108C9 - 10A2E square 2: 10A2F - 10BBC Triangle: 10BBD - 10C5A Noise: 10C5B - 10D12 Deja Vu (Vampire Killer): square 1: 10D13 - 10E37 square 2: 10E38 - 10EE3 triangle: 10EE4 - 10F8D Noise: 10F8E - 11025 Riddle: square 1: 11026 - 1122E square 2: 1122F - 11384 triangle: 11385 - 11477 Noise: 11478 - 11521 Overture: square 1: 11522 - 117C5 square 2: 117C6 - 119A1 triangle: 119A2 - 11A6D Noise: 11A6E - 11BD1 All Clear: square 1: 11BD2 - 11C30 square 2: 11C31 - 11C74 triangle: 11C75 - 11CD2 Noise: 11CD3 - 11CF2 Boss: square 1: 11CF3 - 11E97 square 2: 11E98 - 12021 triangle: 12022 - 120E4 Noise: 120E5 - 1217D Big Battle: square 1: 1217D - 12302 square 2: 12303 - 124F6 triangle: 124F7 - 12588 noise: 12589 - 12666 Epitah: square 1: 12667 - 12736 square 2: 12737 - 12777 triangle: 12778 - 1279A noise: 1279B - 127D7 Prelude: square 1: 127D8 - 12A72 square 2: 12A73 - 12BC0 triangle: 12BC1 - 12C5D Noise: 12C2E Pressure: square 1: 12C5F - 12C99 square 2: 12C9A - 12CDD triangle: 12CDE - 12D0A Noise: 12D0B - 12D4B Encouter: square 1: 12D4C - 12D69 square 2: 12D6A - 12DB4 triangle: 12DB5 - 12DC2 Noise: 12DC3 Destiny: square 1: 12DC4 - 12E23 square 2: 12E24 - 12E6D triangle: 12E6E - 12EA9 Noise: 12EAA EverGreen: square 1: 12EAB - 12FE6 square 2: 12FE7 - 13124 triangle: 12125 - 131B2 noise: 131B3 Game over: square 1: 107FF - 10851 square 2: 10852 - 1087F triangle: 10880 - 108A8 noise: 108A9 - 108C8 Block Clear: square 1: 1075E - 10786 square 2: 10787 - 107B4 triangle: 107B5 - 107E5 noise: 107E6 - 107FE ====================== SFX ====================== SFX table starts at $31050 SFX uses Square 1, noise and DPCM channels ====================== Music Pointers ====================== 30FC6 - 31005