Romhack of Romancing SaGa: Minstrel Song (PS2)
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More info to come. For now, a casual showcase stream is available.
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The itch was there, but I honestly did not have the slightest clue where to begin. So I asked on the FFL2 gamefaqs board. Although I received a great answer from Tehtmi, I was a bit out of my depth.
https://gamefaqs.gamespot.com/boards/585710-final-fantasy-legend-ii/81161973
It was clear I needed to learn more about disassemblies as well as how gameboy handles music. So I set out to create my own disassembly of Saga 2, which was garbage. I also played with Saga2Edit (made by Tehtmi) and used that disassembly to learn more about how the audio engine worked.
I checked out other disassemblies for project such as Pokemon and Link’s Awakening. I was able to learn a bit, but I still didn’t feel any closer to being able to bring in any new music. The big break through was when I discovered the Embers of Mana mod and linked up with the Mystic Editor team.
I cannot overstate what a break through it was discovering the Embers of Mana mod. This was huge for a few different reasons
| It has a completely custom sound track, so it was clear they knew the audio engine. Embers of Mana Soundtrack | |
![]() | It has almost the exact same audio engine as Final Fantasy Adventure. It even has a tool to extract the music from Saga 2, seen here |
| It is very well documented with how to use the audio engine, what notes it can play, and even has maps of how sound waves are effected | ![]() |
Now that I had a way to create music, it was time to get to work
I kept learning how things worked, as well as what dutycycle, vibrato, and volume envelopes were. I was slowly getting better. I spent quite a bit of time on the Magus boss theme, and eventually got it to a decent place
But that still didn’t feel good enough. I kept having to ditch the drums for every song, and it was really bugging me Luckily for me, the Mystic Editor guys came through again. I noticed an old post where one of them just casually tossed the Saga 3 engine into Final Fantasy Adventure.

After a couple weeks, switching from wla-dx to rbgdis, and a lot of swearing, I was finally able to get it in
In addition to bringing in the new engine, I also discovered that the sound effects from Saga 2 and FF Adventure all appear to work perfectly in the Saga 3 engine. So now I have drums and a much larger sound library. Now it is time to start creating some real music
Now that I had my engine, it was time to start creating something actually decent. I was able to make a decent version of some stuff, but I was still having issues making the track as good as I would like
| I was finally able to get my Desert Town theme into the game | |
| This version of Mount Sabre from Crystalis sounds weak, because I tried using vibrato to imitate multiple instruments, which didn’t work | |
| I was also running into issues with certain tracks being too harsh at a high pitch. |
I started trying to understand how vibrato, volume envelope, and the wave tables really worked. I tried making a few different settings of my own along with lower volume variations for backup instruments.
I still don’t completely get how to make my own instrument settings, but I’ve been able to trial and error my way into making some decent ones.
| I was able to use my new volume envelope settings along with what I learned to more effectively layer instruments | |
| I added my own vibrato setting that has a more intense quiver to try and make the jaw harp sound in Shadow’s Theme. | |
| I was able to somewhat imitate a cuica. The key was changing the dutycycle from $00 to $80 and going down an octave for the second note. | |
| I also experimented with other volume envelopes for drums as well as using channel 1 to add a thud and echo for snares |
With some more experience, I’m now able to make better music. Some of these are still works in progress, but I’m definitely able to add music I wasn’t before
| I was able to get Lonely Town from Soul Blazer sounding pretty clean despite having the violin and flute playing at the same time | |
| I was able to make the Final Fantasy town music sound (at least imo) better than it sounds on the NES by having it sound like actual instruments | |
| After learning more about how the drums work, I’m finally able to attempt adding some tracks from what I consider the best sound track on the entire gameboy |
The original idea was simply to get the music from Final Fantasy 1 and 3 into the game. Once I discovered I could add my own tracks, it grew from there into becoming the Saga 2 Jukebox Mod.
But with the sheer amount of music from the games along with the custom tracks, it felt like a complete music overhaul was in order. At this point, I have
So as far as Saga 2 goes, I plan to add script tiles to trigger music so town music can be added, as well as music for other locations like caves and Ki’s palace. Full spreadsheet of what my current ideas are is here – https://docs.google.com/spreadsheets/d/1IWntIfiF3ZX0mWtWTq1RmRyrbU-BpsCh6Ljj9fLt_PA/edit?gid=0#gid=0
Honestly, the real end goal is to have an engine people will want to use for mods and other projects that has an extensive library of all kinds of music, and is most of all easy to create music for. I’ll be sharing my work along with videos and other documentation on how to make music for it in the future. I also plan to
As a final note, here is the playlist of the music which is ready or very close to ready – https://youtube.com/playlist?list=PLarZ7jESu1mc&si=rm0rpgosBcSEz5Ss
Here are the ones which I consider more “in progress” – https://youtube.com/playlist?list=PLceErzHlGveY&si=T1Z9qty1ZfVeOhBn
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For clymax’s projects, click here. You can also follow him on YouTube or Twitter.

Logo credit: FourJobFiesta.com.
See the sections below. A playlist is also available here.
Job rolls from FourJobFiesta.com.
Played on Retro Achievements.
Job rolls from FourJobFiesta.com.
Played on Retro Achievements.
I found the events pretty lackluster.
This was despite my fondness for FFV.
And this was despite the efforts of the event organizers.
So I decided to make my own event and mod.
For more on the new event, see here. Or you can see the next sections.
Later, I even formed a team that made a second new event and mod that streamlines the classic Fiesta. You can learn more about that event here.
These runs predate the Whirlwind Fiesta mode and event.
Random job per level up.
Played using Whirlwind mod version 0.50.
Random job per level up.
Played using Whirlwind mod version 1.73. Full run is shown.
Whirlwind Vanilla game mode.
Played using Whirlwind mod version 3.11. Full run available here.
Random job per level up.
Played using Whirlwind mod version 3.24. Full run is shown.
Aflame Vanilla game mode with Order flagset.
Played using Aflame mod version 0.16. Full run is shown.
Runs year-round from January to December.
Teaser Trailer
Longplay series by Ivor Biggun: playlist
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