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  • Joined: 28 Nov 2014
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[Help Welcomed] Comprehensive Memory Trigger List
Post Posted: Mon Feb 02, 2015 8:04 am
Last edited by sherpa on Thu May 28, 2015 1:37 pm; edited 5 times in total
Main: http://www.smspower.org/Development/MusicEngineControl

[FM] Wiki version up: http://www.smspower.org/Development/MusicEngineControl-FM


FM Games LIST

Title        Genre   MemT      FM enable  pack status
After Burner   Shooting   DE03   DE00   pack available
Alex Kidd:    Action   D002   D000   pack available
The Lost Stars
Alien Syndrome   Action   D002   D000   
Altered Beast   Action   DF03   DF00   pack available
Aztec Adventure   Action   C003   C001   pack available
Battle Out Run   Racing   DE04   DE00   
Blade Eagle 3-D   Shooting   D003   D000   only psg available
BMX Trial Alex Kidd   Racing   D002   D000   
Bomber Raid   Shooting   D003   D000   
California Games   Sports   DE03   DE00   pack available
Captain Silver   Action   DC03   DC00   pack available
Casino Games   Puzzle   unknown      
Cloud Master   Shooting   DD03   DD00   
Cyborg Hunter   Action   DE03   DE00   pack pending
Double Dragon   Action   DE03   DE00   
Double Hawk   Shooting   DD03   DD00   
Dynamite Dux   Action   D003   D000   pack available
Fantasy Zone II Shooting   DE02   DE00   pack available
The tears of OPA-OPA
Fantasy Zone: Shooting   D002   D000   only psg available
The Maze
Galactic Protector   Shooting   DE02   DE00   pack available
Galaxy Force   Shooting   DE83   DE80   pack available
Game Box Série   Sports   DE03   DE00   if music matches
Esportes Radicais                                                  california games,
                                                                                pack available
Global Defense   Shooting   DE02   C030   pack available
Golfamania   Sports   D004   D000   
Golvellius RPGActionAdventure   unknown      
Valley of Doom
Great Golf   Sports   C002   C000   
Hoshi wo Sagashite...   Adventure   C004   C001   
Kenseiden   Action   DE03   DE00   
Lord of the Sword   RPGAction   DE03   DE00   
Maze Hunter 3-D   Action   DE03   DE00   pack available
Megumi Rescue   Action   D003      pack available
Miracle Warriors: Seal of The Dark Lord   RPG   DD02      
Mônica no Castelo do Dragão   Action   DE03   DE00   
Nekkyuu Koushien   Sports   D003      
Out Run   Racing   C001      pack available
Out Run 3-D   Racing   DE04      pack available
Parlour Games   Puzzle   CE02      
Penguin Land   PuzzleAction   DD02      pack available
Phantasy Star   RPG   C004      pack available
Poseidon Wars 3-D   Shooting   D803      
Power Strike   Shooting   unknown   C003   
Rambo III   Shooting   DE03      pack available
Rampage   Action   DC03      psg only-redo
Rastan   Action   C215      
Rescue Mission   Shooting   D803      
R-Type   Shooting   unknown      
Scramble Spirits   Shooting   DE03      
Shanghai   Puzzle   DE04      
Shinobi   Action   DE03      
Solomon no Kagi   PuzzleAction   C000      pack available
Oujo Rihita no Namida
Space Harrier 3-D   Shooting   DD03   DD00   pack available
SpellCaster   RPGAction   DD03      
Summer Games   Sports   C003      pack available
Super Basketball   Sports   D003      pack available
Super Racing   Racing   DE03      
Tennis Ace   Sports   D003      
Tensai Bakabon   AdventureAction   DC02      
Thunder Blade   Shooting   DC03/DE03   DE00   pack available
Time Soldiers   Shooting   unknown      
Turma da Mônica em: O Resgate   ActionAdventure   unknown      
Ultima IV: Quest of the Avatar   RPG   unknown      
Vigilante   Action   DE03      
Wonder Boy III: The Dragon's Trap   ActionAdventure   No "write trigger"      pack available
Wonder Boy in Monster Land   Action   DE03      pack available
Y's: The Vanished Omens   RPG   DE63      pack available
Zaxxon 3-D   Shooting   DD02      FM is only pack available
Zillion II: The Tri Formation   ShootingAction   C103      pack available



Help welcome. If anyone is willing to dig a bit to find how music in one of the unknown gmes can be triggered, please post a reply. The ideal would be to have a wiki, since tables cannot be embedded here.

I will be posting additional types/categories in this thread. The original triggers page is a bit dispersed and leaves what remains to do unclear.
I'm hoping some version of this will eventually become a preferred alternative to the original page, which is largely the work of a few people. Excepting this list, I will be organizing by Developer.
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Developer: Sega System:SMS
Post Posted: Mon Feb 02, 2015 8:23 am
Last edited by sherpa on Tue Feb 03, 2015 6:32 pm; edited 1 time in total
Wiki version up: http://www.smspower.org/Development/MusicEngineControl-Sega

 Title                                                 Trigger               
Action Fighter (アクションファイター) (SMS)      CC00   pack available
After Burner (アフターバーナー) (SMS)      DE03   pack available
Aladdin II Special - Racing 3 IN 1 (알라딘 II 스페셜 - 레이싱3 IN 1) (SMS)      untested   
Alex Kidd: High-Tech World (SMS)      C200   pack available
Alex Kidd in Miracle World / Alex Kidd no Miracle World (アレックスキッドのミラクルワールド) / Alex Kidd (알렉스키드) (SMS)      C110   pack available
Alex Kidd in Shinobi World (SMS)      DE03   
Alex Kidd: The Lost Stars (アレックス キッド ザ ロストスターズ / 알렉스키드 로스트스타즈) (SMS)      D002   
Altered Beast (SMS)      DF03   
American Baseball / Reggie Jackson Baseball (SMS)      D003   
American Pro Football / Walter Payton Football / Futebol Americano (SMS)      DE04   
Anmitsu Hime (あんみつ姫) (SMS)      C200   
Ashura (阿修羅) / Secret Command (Secret Commando) / Rambo: First Blood Part II (SMS)      DC00   
Astérix (SMS)      DC03   
Astérix and the Secret Mission (SMS)      DE03   
Astro Warrior (アストロウォリアー) (SMS)      DC00   
Astro Warrior / Pit Pot (SMS)      DC00 /D300   
Aztec Adventure (-The Golden Road to Paradise-) / Nazca '88 (ナスカ’88 -The Golden Road to Paradise-) (SMS)      C003   
Bank Panic (SMS)      DE00   
Basketball Nightmare (SMS)      C1C4   
Batman Returns (SMS)      unknown   
Battle Out Run (SMS)      DE04   
Black Belt (SMS)      DE00   
Blade Eagle 3-D / Blade Eagle (ブレードイーグル) (SMS)      D003   
BMX Trial Alex Kidd (BMXトライアル アレックスキッド) (SMS)      D002   
California Games / Jogos de Verão (SMS)      DE03   
Captain Silver (キャプテンシルバー / 캡틴 실버) (SMS)      DC03   
Castle of Illusion - Starring Mickey Mouse / Castle of Illusion - Estrelando Mickey Mouse / Castle of Illusion (마법의 성) (SMS)      DD03   
Chapolim x Drácula - Um Duelo Assustador (SMS)      C000   
Choplifter (チョップリフター) (SMS)      C18D   
Color & Switch Test (SMS)      untested   
Columns / Shapes and Columns (SMS)      DD03   
Comical Machine Gun Joe (コミカル マシンガン ジョー) (SMS)      D000   
The Cyber Shinobi (Shinobi Part-2) (SMS)      DE03   
Cyborg Hunter / Chouon Senshi Borgman (超音戦士ボーグマン) (SMS)      DE03   
Danan: The Jungle Fighter / Danan (SMS)      D003   
Dead Angle (SMS)      DD03   
Deep Duck Trouble (Starring Donald Duck) (SMS)      DE03   
Double Dragon (ダブルドラゴン / 双截龍) (SMS)      DE03   
Dragon Crystal (SMS)      DD03   
Dynamite Dux (SMS)      D003   
Enduro Racer (エンデューロレーサー) / Super Cross (SMS)      D000   
F-16 Fighting Falcon (F-16 ファイティングファルコン) / F-16 Fighter (F-16 전투기) (SMS)      C000   
Fantasy Zone (ファンタジーゾーン) (SMS)      C000   
Fantasy Zone II - The tears of OPA-OPA / Fantasy Zone II - Opa-Opa no Namida (ファンタジーゾーンII オパオパの涙) (SMS)      DE02   
Fantasy Zone: The Maze / Opa Opa (オパオパ / 오파 오파) (SMS)      D002   
Fushigi no Oshiro Pit Pot (不思議のお城 ピットポット) (SMS)      D300   
Galactic Protector (ギャラクティックプロテクター) (SMS)      DE02   
Galaxy Force (SMS)      DE83   
Game Box Série Corridas (SMS)      untested   
Game Box Série Esportes (SMS)      untested   
Game Box Série Esportes Radicais (SMS)      DE03   
Game Box Série Lutas (SMS)      untested   
Game de check! Koutsuu Anzen (ゲームでチェック!交通安全) (SMS)      untested   
Gangster Town (SMS)      DC00   
Geraldinho (SMS)      C080   
Ghost House (ゴーストハウス) (SMS)      C000   
Ghouls'n Ghosts (대마계촌) (SMS)      DE03   
Global Defense / SDI (Strategic Defense Initiative) (SMS)      DE02   
Golden Axe (SMS)      DE84   
Golden Axe Warrior (SMS)      DE05   
Great Baseball (SMS)      C000   
Great Baseball (グレートベースボール) [Card] (SMS)      C600   
Great Basketball (グレートバスケットボール) / Great Basket (SMS)      D100   
Great Football (グレートフットボール) (SMS)      C900   
Great Golf / Masters Golf (マスターズゴルフ) (SMS)      C630   
Great Ice Hockey (グレートアイスホッケー) (SMS)      DE00   
Great Soccer (グレートサッカー) [Card] (SMS)      C200   
Great Volleyball (グレートバレーボール) / Great Voley (SMS)      C9B0   
Hang On (ハングオン) (SMS)      C100   
Hang On / Astro Warrior (SMS)      C100 / DC00   
Hang On / Safari Hunt (행온/사파리한트) (SMS)      C100 / DC00   
High School! Kimengumi (ハイスクール! 奇面組) (SMS)      DC00   
Hokuto no Ken (北斗の拳) (SMS)      DE00   
Hoshi wo Sagashite... (星をさがして・・・) (SMS)      C004   
Kenseiden (剣聖伝) / Hwarang-ui Geom (화랑의검) (SMS)      DE03   
Kung Fu Kid / Makai Retsuden (魔界列伝) / Magye Yeoljeon (마계열전) (SMS)      DE00   
Land of Illusion - Starring Mickey Mouse (SMS)      DC44   
Laser Ghost (SMS)      DE03   
Lord of the Sword / Lord of Sword (ロード オブ ソード) (SMS)      DE03   
Loretta no Shouzou - Sherlock Holmes (ロレッタの肖像 - Sherlock Holmes -) (SMS)      C2A6   
Marksman Shooting & Trap Shooting (SMS)      DC00   
Marksman Shooting / Trap Shooting / Safari Hunt (SMS)      DC00   
Master Games 1 (SMS)      untested   
Maze Hunter 3-D / Maze Walker (メイズウォーカー / 메이즈 워커) (SMS)      DE03   
Megumi Rescue (め組レスキュー) (SMS)      D003   
Miracle Warriors: Seal of The Dark Lord / Haja no Fuuin (覇邪の封印) (SMS)      DD02   
Missile Defense 3-D (SMS)      C900   
(Michael Jackson's) Moonwalker (문워커) (SMS)      DE03   
My Hero / Seishun Scandal (青春スキャンダル) / Gang's Fighter / Ttoriui Moheom (똘이의모험) / Taekwon Sonyeon (태권소년) (SMS)      DE00   
Nekkyuu Koushien (熱球甲子園) (SMS)      D003   
The Ninja (ザ・ニンジャ, 忍者, 인자) (SMS)      D700   
Out Run (アウトラン) (SMS)      C001   
Out Run 3-D (SMS)      DE04   
Penguin Land / Doki Doki Penguin Land - Uchuu Daibouken (どきどき ペンギンランド 宇宙大冒険) / Uju Daemoheom (우주 대모험) (SMS)      DD02   
Phantasy Star (ファンタシースター, 환타지스타) (SMS)      C004   
Poseidon Wars 3-D (SMS)      D803   
Pro Wrestling / Gokuaku Doumei Dump Matsumoto (極悪同盟 ダンプ松本) (SMS)      DE00   
The Pro Yakyuu - Pennant Race (ザ・プロ野球 ペナントレース) (SMS)      C000   
Quartet / Double Target - Cynthia no Nemuri (ダブルターゲット シンシアの眠り) / Double Target (더블 타케트) (SMS)      C110   
Rambo III (SMS)      DE03/DE83   
Rampage (SMS)      DC03   
Renegade (SMS)      unknown   
Rescue Mission (SMS)      D803   
Rocky (ロッキー) (SMS)      DE00   
Running Battle (SMS)      DE03   
Sapo Xulé O Mestre do Kung Fu (SMS)      DE00   
Sapo Xulé S.O.S. Lagoa Poluída (SMS)      DC00   
Satellite 7 (サテライト7) (SMS)      CD00   
Scramble Spirits (SMS)      DE03   
Sega Graphic Board (SMS)      may not have music   
Sega Master System [System ROM] (セガ マスターシステム 「システムロム」) (SMS)      CF00   
Shadow Dancer - The Secret Of Shinobi / The Secret Of Shinobi / Shadow Dancer (섀도우 댄서) (SMS)      DE86   
Shanghai (SMS)      DE04   
Shinobi (忍 / 시노비) (SMS)      DE03   
Shooting Gallery (SMS)      D800   
Sonic Blast (SMS)      DE03   
Sonic Chaos (SMS)      DE03   
Sonic Spinball (SMS)      D7E6   
Space Harrier (スペースハリアー) (SMS)      C000   
Space Harrier 3-D / Space Harrier 3D (スペースハリアー3D) (SMS)      DD03/FM DD00   
SpellCaster / Kujakuou (孔雀王) (SMS)      DD03   
Spider-Man (vs. The Kingpin) (SMS)      unknown   
Sports Pad Football (SMS)      C900   
Spy vs Spy (スパイVSスパイ, 스파이대스파이) / Spy Vs. Spy (SMS)      C000   
Submarine Attack (SMS)      unknown   
Sukeban Deka II - Shoujo Tekkamen Densetsu (スケバン刑事II 少女鉄仮面伝説) (SMS)      C100   
Super Monaco GP (SMS)      DE03   
(Ayrton Senna's) Super Monaco GP II (SMS)      DD03   
Super Racing (スーパーレーシング) (SMS)      DE03   
Super Tennis (スーパーテニス) / Great Tennis (グレートテニス) (SMS)      DE00   
Teddy Boy / Teddy Boy Blues (テディーボーイ・ブルース) (SMS)      C080   
Tensai Bakabon (天才バカボン) (SMS)      DC02   
Thunder Blade (サンダーブレード) (SMS)      DE03   
TransBot / Astro Flash (アストロフラッシュ) / Nuclear Creature (SMS)      DE00   
(As Aventuras da) TV Colosso (SMS)      DE03   
Ultima IV: Quest of the Avatar (SMS)      unknown   
Vigilante (SMS)      DE03   
Wonder Boy in Monster Land / Super Wonder Boy Monster World (スーパーワンダーボーイ モンスターワールド) / Super Wonder Boy Super Monster Land (SMS)      DE03   
Woody Pop - Shinjinrui no Block Kuzugi (ウッディポップ 新人類のブロックくずし) (SMS)      DE00   
World Cup Italia '90 / Super Futebol II (SMS)      DD03   
World Games (SMS)      D003   
World Grand Prix / The Circuit (ザ・サーキット) (SMS)      D900   
World Soccer (ワールドサッカー) / Sports Pad Soccer (スポーツパッドサッカー) / Great Soccer / Super Futebol (SMS)      DC00   
X-Men: Mojo World (SMS)      unknown   
Y's: The Vanished Omens / Ys (イース) (SMS)      DE63   
Zaxxon 3-D (ザクソン 3D) (SMS)      DD02   
Zillion / Akai Koudan Zillion (赤い光弾 ジリオン) (SMS)      C004   
Zillion II: The Tri Formation / Tri Formation (トライフォーメーション) (SMS)      C103   
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Developer: Sega System:Game Gear
Post Posted: Mon Feb 02, 2015 8:29 am
Last edited by sherpa on Tue Feb 03, 2015 6:35 pm; edited 2 times in total
Wiki version up: http://www.smspower.org/Development/MusicEngineControl-Sega


 Title                                      Trigger
Astérix and the Secret Mission (GG)      DE03   
Batman Returns (バットマン・リターンズ) (GG)      unknown   
Castle of Illusion - Starring Mickey Mouse / Mickey Mouse no Castle Illusion (ミッキーマウスのキャッスル・イリュージョン) (GG)      DD03   
Chakan (GG)      unknown   
Columns (コラムス) / Shapes and Columns (GG)      DD03   
Crystal Warriors / Arliel - Crystal Densetsu (アーリエルクリスタル伝説) (GG)      DE03   
Deep Duck Trouble (Starring Donald Duck) / Donald Duck no Yottsu no Hihou (ドナルドダックの4つの秘宝) (GG)      DE03   
Dragon Crystal / Dragon Crystal - Tsurani no Meikyu (ドラゴンクリスタル ―ツラニの迷宮―) (GG)      DD03   
The GG Shinobi (The GG忍) / Shinobi (GG)      unknown   
The GG Shinobi II (The GG忍II) / Shinobi II - The Silent Fury (GG)      unknown   
Godzilla - Kaijuu Daishingeki (ゴジラ 怪獣大進撃) (GG)      C105   
Greendog - The Beached Surfer Dude! (GG)      unknown   
Hyper Pro Yakyuu '92 (ハイパー(超)プロ野球’92) (GG)      DD03   
Kinetic Connection (キネティック コネクション) (GG)      unknown   
Kuni Chan no Game Tengoku (クニちゃんのゲーム天国) (GG)      DE03   
Kuni Chan no Game Tengoku Part 2 (クニちゃんのゲーム天国PART2) (GG)      DE03   
Land of Illusion - Starring Mickey Mouse / Mickey Mouse no Mahou no Crystal (ミッキーマウスの魔法のクリスタル) (GG)      DC44   
Magic Knight Rayearth (魔法騎士レイアース) (GG)      C603   
Magic Knight Rayearth 2 ~making of magic knight~ (魔法騎士レイアース2 ~making of magic knight~) (GG)      C603   
The Majors Pro Baseball (GG)      DE03   
NBA Action - Starring David Robinson (GG)      unknown   
Out Run (アウト ラン) (GG)      D003   
Pengo (ペンゴ) (GG)      DC00   
The Pro Yakyuu '91 (THEプロ野球’91) (GG)      D004   
Pro Yakyuu GG League (プロ野球GGリーグ) (GG)      DE03   
Pro Yakyuu GG League '94 (プロ野球GGリーグ’94) (GG)      DE03   
Sega Game Pack 4 in 1 (GG)      DE03   
Sonic 2 in 1 (GG)      untested   
Sonic Chaos / Sonic & Tails (ソニック&テイルス) (GG)      DE03   
Sonic Drift (ソニック ドリフト) (GG)      DE03   
Sonic Drift 2 (ソニック ドリフト2) / Sonic Drift Racing (GG)      DE03   
Sonic Spinball (GG)      has music test   
Sonic The Hedgehog Triple Trouble / Sonic & Tails 2 (ソニック&テイルス2) (GG)      DE03   
Space Harrier (スペース ハリアー) (GG)      DE03   
Spider-Man (vs. The Kingpin) (GG)      has music test   
Super Monaco GP (スーパーモナコGP) / G.P. Mônaco (GG)      DE03   
(Ayrton Senna's) Super Monaco GP II (アイルトン・セナスーパーモナコGPII) (GG)      DD03   
Taisen Mahjong Hao-Pai (対戦麻雀 ハオパイ (好牌)) (GG)      DE03   
(Disney's) TaleSpin (GG)      unknown   
Torarete Tamaruka!? (とられて たまるか!?) (GG)      C603   
Woody Pop (ウッディ ポップ) (GG)      DE00   
X-Men (GG)      has music test   
X-Men: GamesMaster's Legacy (GG)      has music test   
X-Men: Mojo World (GG)      has music test   
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Developer: Sega System: Sega Game 1000
Post Posted: Mon Feb 02, 2015 8:38 am
Last edited by sherpa on Tue Feb 03, 2015 6:34 pm; edited 1 time in total
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Developer: Probe / System: Master System
Post Posted: Mon Feb 02, 2015 1:06 pm
Last edited by sherpa on Tue Feb 03, 2015 6:37 pm; edited 1 time in total
Wiki version up: http://www.smspower.org/Development/MusicEngineControl-Probe


 Title                      *block counter         pack status
Alien³ (SMS)   unknown   pack available
The A-Team (SMS)   has music test   pack available
Back to the Future Part III (SMS)   D3C9   
California Games II / Jogos de Verão II (SMS)   unknown   
Daffy Duck in Hollywood (SMS)   has music test   pending acceptance
Desert Speedtrap - Starring Road Runner and Wile E. Coyote (SMS)   has music test   
(Bram Stoker's) Dracula (SMS)   unknown   
The Flash (SMS)   unknown   pack available
Home Alone (SMS)   unknown   pack available
The Incredible Hulk (SMS)   unknown   
Lemmings (SMS)   unknown   pack available
Lethal Weapon 3 (SMS)   has music test   pack available
Mortal Kombat (SMS)   unknown   
Mortal Kombat II (SMS)   C0CA   pending acceptance
Out Run Europa (SMS)   DEC9   
Road Rash (SMS)   has music test   pack available
Sega Chess (SMS)   DD8D   pack available
Super Smash T.V. (SMS)   D4C9   
T2: The Arcade Game (SMS)   unknown   
The Terminator (SMS)   C0C9   


* These games have no trigger. Some have sound tests. Many are composed by Matt Furniss. The block counter can be used to trigger music by setting the value one less than the starting value. In some games the tempo or pitch might be off slightly using this method. Others seem to keep the pattern value in different voices. This method is therefore only ideal in comparing in game vgm logs to what is available. These games require hacking in order to log appropriately without actually playing through the game. There tend to be some unused tracks also, and ensuring the right playback is not easy without a hack.

Any help here would be appreciated. I don't believe any of these have posts indicating a pause style hack or alternatives available. Many have been logged, so this information would be useful if available.
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Developer: Probe / System: Game Gear
Post Posted: Mon Feb 02, 2015 1:37 pm
Last edited by sherpa on Tue Feb 03, 2015 6:38 pm; edited 1 time in total
Wiki version up: http://www.smspower.org/Development/MusicEngineControl-Probe


Title                block trigger                  pack status
Alien³ (エイリアン3) (GG)   DDC9   
Batman Forever (バットマンフォーエヴァー) (GG)   unknown   
Bugs Bunny in Double Trouble (GG)   music test available   
Daffy Duck in Hollywood (GG)   music test available   
Desert Speedtrap - Starring Road Runner and Wile E. Coyote (GG)   music test available   
(Bram Stoker's) Dracula (GG)   unknown   
Home Alone (GG)   music test available   
The Incredible Hulk (GG)   unknown   
Lemmings (レミングス) (GG)   unknown   SMS version only
Mortal Kombat / Mortal Kombat - Shinken Kourin Densetsu (モータルコンバット神拳降臨伝説) (GG)   unknown   
Mortal Kombat II / Mortal Kombat II - Kyukyoku Shinken (モータルコンバットII - 究極神拳) (GG)   unknown   SMS version pending
Out Run Europa (GG)   unknown   
Primal Rage (GG)   unknown   
Road Rash (GG)   music test available   
Stargate (スターゲイト) (GG)   unknown   
Super Smash T.V. (スマッシュTV) (GG)   unknown   
T2: The Arcade Game (T2ザ・アーケードゲーム) (GG)   unknown   
The Terminator (GG)   unknown   


Most here have a counter part in sms. Will work largely the same in most cases. Help here also appreciated.
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Post Posted: Mon Feb 02, 2015 1:40 pm
For these you can find a place in the code where a constant value is used to play a track (e.g. the title screen) and patch the ROM with suitable values - not one less than the number, but the number itself. This gets you a clean start without the possibility of state from the previous block affecting the music. I'll see if I can make an example. Then the pause hack lets you get the music without interruptions.
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Thanks!
Post Posted: Mon Feb 02, 2015 5:13 pm
Sounds like a great solution. If you could come up with a tutorial, that would be great. One hope of mine is that there will be great similarity between many games by the same publisher. It might be easier to adapt a tutorial for one game to others in the same family.

Also being able to trigger the song on command would be great/ convenient-cutting down drastically the time needed to work on one pack.
Any help you can provide in this direction (or anyone else! you're welcomed to join in!) would be appreciated.

There's a bit more legwork than I originally hoped, and there's a good chance I am going to be missing some titles toward the end, but for now, i am just building the list manually. It doesn't really matter at this point, since it takes at least a little bit of time to find the trigger, where it exists.

When I mentioned setting the value one lower, that is because you need to wait for the timer (usually around 3F) for the value to increase. If it is currently playing 2A and you set it to 03..it will continue to play 2A then increase the counter to 04 and that will be the next thing played. Some games fix the tempo properly upon initialization of the new song-some don't.

Also been having problems embedding links. Should I use html-<a>>> [urltagopen =webURL]text[close tag].

Does this site support local linking? i.e. href=/Music/ rather than the full thing?
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Developer: SIMS / System: Master System
Post Posted: Mon Feb 02, 2015 5:27 pm
Last edited by sherpa on Tue Feb 03, 2015 7:51 pm; edited 1 time in total
Wiki version is up: http://www.smspower.org/Development/MusicEngineControl-SIMS

Title                     Trigger                   pack status
Air Rescue (SMS)   DE03   pack available
(Disney's) Aladdin (SMS)   DE05   pack available
Alien Storm (에이리언 스톰) (SMS)   DE03   pack available
Alien Syndrome (エイリアン シンドローム / 에이리언 신드롬) (SMS)   D002   pending acceptance
Baku Baku (SMS)   C103   
Bonanza Bros. / Bonanza Brothers / Bonanza (보난자) (SMS)   C100   pack available
Buggy Run (SMS)   C105   pack available
Dynamite Duke (SMS)   D004   pack available
Game Box Série Esportes (SMS)   untested   
G-LOC - Air Battle (Loss Of Consciousness by G-Force) / G-Loc (SMS)   DE03   
Heavyweight Champ / George Foreman's KO Boxing / James "Buster" Douglas Knockout Boxing (SMS)   DE05   
Master of Darkness (SMS)   C103   pack available
Masters of Combat (SMS)   C105   
Ninja Gaiden (忍者外伝) (SMS)   C103   pack available
Psychic World (SMS)   D003   pack available
Putt & Putter / Minigolf (SMS)   DE03   
Slap Shot (SMS)   D5F3   
Tecmo World Cup '93 (SMS)   DE03   
Tennis Ace / Super Tennis [Brazil] (SMS)   D003   
Tom and Jerry: The Movie (SMS)   DE03   pending acceptance
Wimbledon (SMS)   C103   
Wimbledon II (SMS)   C105   

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Developer: SIMS / System: Game Gear
Post Posted: Mon Feb 02, 2015 5:41 pm
Last edited by sherpa on Tue Feb 03, 2015 7:51 pm; edited 1 time in total
Wiki version is up: http://www.smspower.org/Development/MusicEngineControl-SIMS


Title                     Trigger                     pack status
(Disney's) Aladdin (アラジン) (GG)   DE05   
Alien Syndrome (エイリアン シンドローム) (GG)   DE03   
Buster Fight (バスターファイト) (GG)   C105   
Fantasy Zone / Fantasy Zone Gear - Opa Opa Jr. no Bouken (ファンタジーゾーンギア オパオパJr.の冒険) (GG)   DE03   
Fred Couples Golf (フレッド カプルスズ ゴルフ) (GG)   DE05   
G-LOC - Air Battle (ジーロック) (GG)   DD03   
Heavy weight Champ (ヘビーウェイトチャンプ) / George Foreman's KO Boxing (GG)   DE03   
J League GG Pro Striker '94 (Jリーグ GG プロストライカー’94) (GG)   DE03   
J League Soccer Dream Eleven (Jリーグサッカードリームイレブン) (GG)   DE03   
Master of Darkness / Vampire: Master of Darkness / In the wake of Vampire (インザウェイクオブバンパイア) (GG)   C103   
Megami Tensei Gaiden: Last Bible (女神転生外伝 ラストバイブル) (GG)   C105   
Megami Tensei Gaiden: Last Bible Special (女神転生外伝 ラストバイブル スペシャル) (GG)   C105   
Psychic World (サイキック・ワールド) (GG)   D003   
Putt & Putter (パット&パター) / Putt & Putter - Miniature Golf / Minigolf (GG)   DE03   
Scratch Golf (スクラッチ ゴルフ) (GG)   DE03   
(From TV animation) Slam Dunk - Shouri-e no Starting 5 ((From TV Animation) Slam Dunk - 勝利へのスターティング5) (GG)   C105   
Tails' Skypatrol (テイルスのスカイパトロール) (GG)   unknown   
Tempo Jr. (テンポ JR.) (GG)   DE05   
Tengen World Cup Soccer / Kick & Rush (キック アンド ラッシュ) (GG)   DE03   
Tom and Jerry: The Movie (トム&ジェリー ザ ムービー) (GG)   DE03   pending acceptance
Wimbledon (ウィンブルドン) / Wimbledon Tennis (GG)   C103   
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Post Posted: Mon Feb 02, 2015 5:46 pm
Links should be in BBCode. They are probably not supported inside code blocks though... Links must be full URLs.

The wiki is more flexible, would you like to try it there? http://www.smspower.org/Development/MemoryHacks can act as a starting point, feel free to create another page for testing. Alternatively you might consider doing something on Google Docs, which offers some wysiwyg capabilities.
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Post Posted: Mon Feb 02, 2015 6:31 pm
Links aren't supported into code blocks. There is a mod which allows for that, but that goes against the spirit of the code block -- being a block where everything else is ignored. There still are some other problems, but this isn't a suitable place for talking about off-topic stuff, since this topic is filled with useful information I don't want to interfere.
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Post Posted: Mon Feb 02, 2015 8:03 pm
Actually, if you were to create a new wiki page, that would be nicer. I wouldn't mind redoing this, or get suggestions for organization.
The best option would be a main wiki that links to other wikis. Not sure the best way to organize. I already added the SEGA links to that page. I could add others, but my intention is to (mostly) replace that page. The names on that page often don't match the site name, and sometimes it's easy to miss a game's alias.

I am organizing by developer. I prioritized SEGA due to the sheer number of games developed by them, I am winnowing through others, so most likely, the wiki should have a central page of memory triggers organized by developer. There is an issue in that some games do not have a listed developer. Is there a way to get a list of those games?

A wiki would also be more legible. I am merely posting here while I wait to hear if my request is plausible. I meant to do this months ago, but i didn't understand the site enough, and I wanted a master list. I got started after realizing there would be issues with that as well.

Feel free to send me private messages if you don't want to muck up the board. I will probably eventually delete these messages. Maxim: is it possible for you to reorder posts in this thread..ie move comments to the end and the trigger posts up? I'm asking this for later, once I am finished. As an alternative to deleting a post?

I would like a wiki that focuses on triggers, hacking info, limiting the essential fields and placing some information on a separate page.

Main Hub
> Developers List
>> Individual Developer Games [Trigger, meka patch data, pack links]
>>> hack guide/diary >>Separate thread (possibly in the music forum)
>>> Track details>>>Separate thread


The problem with the current list is that it omits listing games without a trigger, does not indicate whether it has been dumped (most have not) and in some does not differentiate between systems. It also has data that is unecessary and inconsistent. Ideally track names would be in a separate location.
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Post Posted: Mon Feb 02, 2015 9:06 pm
Let's do that in the development wiki.

There's already the memory hacks page above, which is a poor choice of name (I think it might previously have had some extra scope). I suggest an appropriate name for the starting point would be "music engine control". You can create that right now just by navigating to http://www.smspower.org/Development/MusicEngineControl and start editing. Then you can insert links to sub pages as you wish, and click through to create them.

There are two wiki syntaxes for tables, I think the || style will work well here. You can link to music packs in the forum [[Music/PageName]].

I may go in and fix things that I don't like. Note that everyone can edit your wiki pages, but probably won't.

I'm happy to lose the track listings, maybe keep the valid ranges?
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Post Posted: Tue Feb 03, 2015 6:06 am
Wait, does that mean I could have created a page anytime I wanted? Lol. I keep overlooking these simple things. I was actually going to start writing a script to reformat the text in this thread as if it were in a table. This would have taken a bit of time for me, and I'm happy to be spared the effort.

Thank you
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Post Posted: Tue Feb 03, 2015 7:58 am
The development forum is an open wiki for site members, including page creation, but we will remove anything inappropriate and reduce access if we get abuse. So far, we've had nothing like that.
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Developer: Tiertex / System: SMS /GG
Post Posted: Tue Feb 03, 2015 9:25 pm
Wiki page is up: http://www.smspower.org/Development/MusicEngineControl-Tiertex

This entire series of games seems to have alot of similarities among the games. No posts detailing any meaningful information exist regarding the few dumped sets from this developer and the notes section is largely vacant. Only trigger available is turning music on/off. That is continuing from where it left off. The music engine area seems easy to locate in most cases. It's possible the change music routine does not leave a mark in ram. These games all require hacking. Help here would be much appreciated. If you understand assembly, please help!
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Alphabetical Lists of all 409 listed SMS games by Title and Developer
Post Posted: Fri Feb 06, 2015 9:04 pm
http://www.smspower.org/Development/MusicEngineControl-FullSMS-Title-AZ

http://www.smspower.org/Development/MusicEngineControl-FullSMS-Developer-AZ

Slightly more than half (+1) of games have a listed memory trigger, not surprisingly a good chunk of those are Sega and the games on the other memory triggers page.
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Alphabetical Lists of all 378 listed GG games by Title and Developer
Post Posted: Tue Feb 10, 2015 4:26 pm
Last edited by sherpa on Tue Feb 10, 2015 4:49 pm; edited 1 time in total
http://www.smspower.org/Development/MusicEngineControl-FullGG-Title-AZ
http://www.smspower.org/Development/MusicEngineControl-FullGG-Developer-AZ

Less than 1/3 of GG games have a trigger. Alot have sound tests, either by cheat or accessible through the menu (one has both, strangely enough) so that helps.

The pause hack also works on at least one of these games (seems to be sms conversion). Not sure if it would work in original hardware.

edit: Thanks Maxim, good to know.
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Post Posted: Tue Feb 10, 2015 4:30 pm
The pause hack will only work on SMS mode GG games, not conversions.
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Alphabetical Lists of all 89 listed SG games by Title and Developer
Post Posted: Tue Feb 10, 2015 6:03 pm
http://www.smspower.org/Development/MusicEngineControl-FullSG-Title-AZ

http://www.smspower.org/Development/MusicEngineControl-FullSG-Developer-AZ

Those with a listed trigger and those without are split evenly down the middle if you subtract the one without any music. There may be other triggers I did not discover since these games tend to make it harder to find the trigger.
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Post Posted: Tue Feb 10, 2015 6:08 pm
http://www.smspower.org/Development/MusicEngineControl-FullOMV-AZ

I gave the Othello Multivision set its own page, although the site mixes them with the SG-1000. It's unclear if there are also SG versions of these games, as I have come accross some named as such on the net.

Were all OMV games developed by one party? (Tsukuda Original)
Or is it just that these are the only ones that have been successfully dumped?

Were they originals or clones of other games?

This list completes the base of the preliminary phase work, though some of the older pages will need to be revisited and updated. Also the developers page needs fleshing out.

There are alot of minor developers (<5 titles). Organizing them was the reason I originally braved creating the comprehensive alphabetical lists.
I am somewhat against the idea of listing them all individually, when many have only one title, or 2 (but they are the same game on different platforms) or 3 (for those who do a little bit more work.

Any suggestions on organization? I will be fleshing out the last re-edits and organizing the developers already listed on that page.Right now I am more interested in study and filling out some of the unknowns with hacks if I can discover them, or triggers I overlooked.
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Post Posted: Tue Feb 10, 2015 7:37 pm
> Were all OMV games developed by one party? (Tsukuda Original)

Yes, thought in reality they were possibly developed by Sega people (hazarding a guess, it would be good to study the game code to assert this). The article linked there http://www.smspower.org/forums/14834-OffTopicInspiringTechnicalStuff#84582 suggests so.

>Or is it just that these are the only ones that have been successfully >dumped?

They are licensed original games. Everything is dumped (minus some unreleased variations of the same games).

"Othello" exists in standalone SG-1000 form and built-in Othello Multivision forms. Several of the games were released unlicensed in Taiwan along with "normal" SG-1000 games.

If you discover any additional information about developers, please post and discuss here because the information can be useful to the wider site.
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Post Posted: Sun Feb 15, 2015 8:39 am
Huge update: All developers with 5 or more games have been listed. Due to an oversight, some SMS games may have the wrong trigger information listed. This only affects the recent entries below Namco, and only some entries. I will probably wait to correct this issue until a healthy chunk of the triggers remaining have been mapped.

I had to change how I was working or updating these pages would be a nightmare going into the future, since changes will need to be made up to 3-4 locations. At first I was inclined to only include those with 10 or more and consolidate the rest, but I think having separate pages for the developers is a good idea. The page is getting bulkier than I preffered, not sure how to continue. There are 7 devs with 4 games 17 with 3, 30 with 2 and ~70+ with 1. I planned to consolidate the last group into its own page. Not clear on the best way to integrate what remains. A developer with 4 games on 1 system, is closer to one with 6 games on 2 than it is one with 4 titles unevenly split accross the consoles.

Before I worked on this I took a quick look at the engines. I didn't search much before I realized I had to change my approach to the investigation or I was going to be repeating alot of work unnecessarily.

So far, what I've found is this (just a theory atm).

IF a game has the Sega pitch table, it has a trigger. No case so far violates this. I even found a trigger in a korean game, it was using an unorthodox trigger placeholder 40 instead of 80 (anyone reason why this might be?)

The converse is NOT true. a few games have triggers, but they do not include the pitch table. Also, very few game gear games include the full pitch table, most have a portion of it, which part, I did not yet investigate.

Another theory (yet without evidence) is that games that feature sega and another party as developers may have a sound engine that more closely resembles that of the other developer than sega's. This may end up false, but I haven't disovered why some sega games don't have a trigger (or any part of the pitch table).

It's going to be a bit while I settle into the new pattern. I'm going to want to examine the games in groups by developer. I assume other parts of the engine will also be similar/exact. I'm hoping that will be the case, as it will make study much easier.

I was going to post the sound engine related tidbits some days ago, but I hadn't done anything more, so those questions are still unanswered.

Many minor corrections were made over the last few days. The most comprehensive sources are still the Alphabetical lists organized by system. The other pages should also be helpful to those focussing on one company.

One new entry in the categories.
http://www.smspower.org/Development/MusicEngineControl-No-Developer
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Post Posted: Mon Feb 16, 2015 1:37 am
Spoke too soon. So far probe games (a decent amount) use the Pitch Lookup Table, but they do not have convenient triggers..it's not clear what other parts of the engine they incorporate, as these games tend to trigger song patterns not full songs.

Will update if I find anything interesting.

Ok, so my theory fell totally apart. Whether or not there is a pitch table and trigger/no trigger seems to have more to do with the developer than anything else. Several games do not have a trigger, but do have a pitch table, including the hook prototype and Predator 2 which was confirmed not to have a trigger and had to be hacked to make one.

Oh well. I was hoping to find something to make things easier.
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Post Posted: Mon Feb 16, 2015 9:20 am
I think the pitch table was copied verbatim from the official documents, so it's going to be very common.

More likely you can try to find some common code for the music engine and use that to search for engine reuse. The difficulty is finding a meaningful code sequence that is location independent and unique to the engine.
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Post Posted: Mon Feb 16, 2015 2:49 pm
sherpa wrote
Huge update: All developers with 5 or more games have been listed.


Keep in mind that there were sometimes other companies involved with sound. The sound on most, if not all, Probe games was done by Krisalis. Aerial Assault, for example, was done by someone from Sega. And games like Batman Returns and GG Shinobi use a driver by M.N.M Software.
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Post Posted: Mon Feb 16, 2015 3:21 pm
Yes, I originally excluded Audio Only developers like Krisalis and Byte-Size Software, but they have their own pages. Interesting that Aerial Assault was done by someone at sega, since Sanritsu games all seem to have the typical SMPS engine, if a little off the standard template. (most triggers are in the D00X range). So do a few other companies, Minato Giken comes to mind-(most or their triggers are the sterotypical DE03). Did Sega do their audio also, or did they just copy straight from the developer documents?

Interesting bit about Batman Returns. I assumed some third party because it is a licensed game and most Sega and most Aspect games have a trigger. Not this one. Might I ask how you came across the Music Developer Info? It's not listed on its game page nor did I find it in the game. (I have not beaten it though, so maybe it tells you there.)

Do you know any other games M.N.M worked on? and do they have an un-abbreviated version of their name I can look up?

Thanks
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Post Posted: Mon Feb 16, 2015 3:25 pm
CRV wrote
sherpa wrote
Huge update: All developers with 5 or more games have been listed.


Keep in mind that there were sometimes other companies involved with sound. The sound on most, if not all, Probe games was done by Krisalis. Aerial Assault, for example, was done by someone from Sega. And games like Batman Returns and GG Shinobi use a driver by M.N.M Software.

There seem to be 2 different sound engines used in Probe games. One of them is used in around half of their games, the other one in the other half. The Incredible Hulk seems to use both engines at the same time. That both engines can be used at the same time could be a hint that both engines were developed by the same company.
So you might be right that Krisalis has done it for all of their games.
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Post Posted: Mon Feb 16, 2015 10:24 pm
sherpa wrote
So do a few other companies, Minato Giken comes to mind-(most or their triggers are the sterotypical DE03). Did Sega do their audio also, or did they just copy straight from the developer documents?


Minato had sound staff, but I don't know if they were using some Sega driver. On Baku Baku, Minato only programmed the game. Someone from SIMS is credited with sound. Again, I don't know if SIMS had a driver or were using a Sega driver.

sherpa wrote
Do you know any other games M.N.M worked on?


http://gdri.smspower.org/wiki/index.php/M.N.M_Software

Calindro wrote
That both engines can be used at the same time could be a hint that both engines were developed by the same company.


Matt Furniss once stopped by the forums and shared some information.
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Post Posted: Tue Feb 17, 2015 10:40 pm
Neat Gdri is a wealth of information. I saw that thread with furniss some time ago. Thanks for reminding me about it.
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Probe Games (not so) mini breakdown
Post Posted: Wed Feb 18, 2015 6:38 am
Last edited by sherpa on Fri Feb 20, 2015 8:56 am; edited 4 times in total
Calindro has been helping me loads with useful info about many Probe games. I will probably eventually start a wiki, maybe linked from the current Music Engine Control page, but I'm still not sure how to organize the data, so to start I will post here. I will eventually make a tutorial. I might make one anyway, even with my incomplete knowledge and upgrade to a wiki when it warrants it.

Probe games, if not obvious, generally run off a trigger organized by block patterns. A good strategy is to change the value that plays during the title screen. Some of these games have sound tests which are convenient. Many also let you disable sfx. I have no idea how A team works, it looks like each channel might have a counter, but that doesn't work either. Anyway, there will be exceptions. According to calindro Probe games seem to have two different sound engines in general use. The incredible hulk uses both.


To Start of, because it's relatively simple:

The Terminator (SMS/GG)
The terminator has a very long intro of scrolling text suitable for logging vgms. The title screen is also useful, but in sms pressing any button starts the game, so it is not a good place to log music. GG works fine.
Lots of unused music, and it varies across the versions.



Song
Values
 (hex)|      SMS       |              GG
---+-------------------+------------------------+
1 |             Level 1|            Level 1
13|              Unused|    Level 1 cutscene
16|              Unused|              Unused
21|              Unused|             Unused
27|           Level 2,3|           Level 2,3
30|              Unused|    Level 2 cutscene
35|     Level 4, Ending|             Level 4
3D|    Level 1 Cutscene|    Level 4 Cutscene
41|            Not sure|            Not sure
42|             Level 5|             Level 5
53|   Level 2 Cutscene |    Level 5 Cutscene
55|            Unknown |             Unknown
64|  Title Screen/Intro|  Title Screen/Intro
75|           Game Over|           Game Over
CE|   Level 5 Cutscene*|       Invalid value



*probably a mistake on the programmers part, only works on sms and I think that one of the unused songs (there are a lot) might match what is produced. Either way, that's what's in the memory location of the block trigger.

effects: 57-63
Most values outside this range give odd effects.
There is a sequence at 91 that works in both versions, not sure if it is a song, but it doesn't hand at the end, or negatively affect the sound engine. A bit odd if it was a song.


As you can see, this would be a nightmare to tag. Also a lot of songs do not occur in game. The GG version has a silent ending. Several songs are reused.

So, where do you use those values?

Here are the best places, courtesy of Calindro who graciously offerred this specific solution. Note GG values are different, so hacks will differ as well.

SMS                                  GG
$c0c9   music block trigger         c0c9    RAM
053b8   music during long intro     554b    ROM
053C2   music during title          5556    ROM
047AE   music playback function*?   4947    ROM



*not sure if that's what it is, but in several games so far, loading a value into a and calling the function loads the song (not in all places, but wher it works it generally follows the pattern 3E id# CD [XX XX-music playback function] According to Calindro the playsound function is at 1a4ed. and a table of song values at 4d11. GG has a similar table at 4ebb. I call these fake tables. It could be in this game they work (not tested) lots of valid values are exluded and a few invalid (not beginning of song are included). I've noticed tables like these in other games, and they do not have the expected result if you edit them. In some cases you can even nop out large chunks with no discernable effect. No clue where the gg playsound function is, but it's likely in a slightly different place.


Some tips:

The trigger is the same for both versions. Use it to survey the current value and set it to what you wish for testing.

If you want to log, the intro and title screen last a long time.

As shown above the intro plays the value at 53b8, which is 64 (see table above) Change it to one of the other patterns, or even illegal values if you are curious. Best method for logging would probably be freezing meka, starting the log and resetting with the proper value entered using the ROM memory viewer/editor. (click the rom tab next to the default ram tab). This allows you to get the log very close to the beginning. Not as close as having a formal trigger you can use at a moments notice, but it's better than having to find the music in game, or entering the value into the trigger and trimming around it. (It seems the tempo works well in this game, but i still recommend the hex solution just in case)

There are probably many other locations to edit, but this works fine so I left it there. The solution is simple and elegant. Maybe someone can write a nice pause hack. (Let me know if noone uses those anymore, since some of these tutorials are like 10 years old, hard to know what's recommended since meka supports hex editing in memory )
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Daffy Duck in Hollywood and Super Smash TV
Post Posted: Wed Feb 18, 2015 7:58 am
Last edited by sherpa on Sat Feb 21, 2015 4:10 pm; edited 3 times in total
First, since it's short and has a sound test:
Second game:
Daffy Duck in Hollywood (SMS/GG)
With the built in sound test and chosen hacking method there is no need to derive the song values as there is in other games.

SMS                                                     GG
0070D   change music that plays on options screen       00702  ROM
         higher values than 10 play 02 sound test 8   
082EB            play song function*?                   082F2  ROM
$C79D           memory  trigger                         $C79D  RAM


Again they have the same pattern trigger, but locations of code are different.

*as above not sure if this is what it is.

The options screen occurs after pressing start but before the game starts. You can change difficulty and access the music test. You can change the value, exit the screen (recommend one of the options) and enter it again and the music will change. There are 16 songs, so valid values are 0x01-0x10. Even values above that play the looney tunes fanfare (sound test 8) The id's match what is used in the sound test. This is an instance where patterns of blocks are mapped to a single value 01 for instance plays back blocks 3F-4B, looping to 3F. 02 plays 0a to 1a, 08 plays 02 to 5 no loop. So the id systmes are different. It would be neat if someone could find a similar pattern in other games where it isn't obvious. Most games don't seem to have such an api, but it could be they just haven't been found.

Ok, Now on to:.

Third game:
Super Smash TV (SMS/GG)

Again, thanks to Calindro. My work is based of of the clues he gave me.

This one was a doozy. It took me a while to figure out. Getting the songs in game takes almost no time at all, but figuring out where to edit took a long time. Not the best use of time, but in the interest of having hacks even where not strictly advantageous to do so (all songs can be logged in game).

This game also has a long title sequence, but the best place to hide is in the options screen. Songs seem to playback appropriately if you use the manual memory trigger for song pattern.

Valid song values are 2,18,26,30 (hex).

SMS                                          GG
02177        initials game end               01fe8  ROM
06788        false table                     066F4  ROM
$d4c9      memory trigger                    $d4c9  RAM
07252      After you beat level music        07148  ROM 
057c5      title music                       08D1D  ROM
0620f       change 7e to 3e                  06069  ROM
06210      level music                       0606A  ROM
0A6B9       patterns/commands?               0A898  ROM
09BFF      play song function?               09DB7  ROM


At 01600 (sms) there looks to be what could possibly change the title screen music. It does not. I have no idea what it does, you can nop it out, I had no problems. There are many places in this game where you can edit what looks like a song loading function and it will do nothing at all. No obvious effect. Unless the play song function is actually just a hub for other functions including video related ones, I have no idea why this is so.

The best place to change the music is at the title screen 057c5 (SMS) / 08D1D (GG). Music is used the same way in both versions, so there's that. Outside of that, sometimes the GG version is located after, sometimes before. There's what seems to be a false table at 6788. It lists several valid song values, but changing does not affect discernable changes. At 0620f, it seems to load a value into hl to set the music per level (there are 3). You can specify a value by chaning 7e to 3e and loading what you like. It will play in level, when the level loads, you can't load a save state and observe the effect.

The GG version also has an additional edit point
sega logo screen 01609
Normally it's silence, but you can set a song to play for a few seconds before it transitions. For that reason the sms version is better to log, since you can reset directly into the music and log. There are some values at 0A6b9 which may be commands, or some kind of pattern map. I didn't decode it, but editing them does change (or silence) certain portions of the songs.

update: Well my brain must have been slightly sleepy or something because a pause hack solution is actually straightforward to implement.

All the above listed ROM areas have the form:

3e xx CD (function address). So pause hacks for sms:

at [00066] in ROM, patch or edit in 3E 02 CD FF 9B (FB 18 FE).

You can hang the cpu ( ) or leave the part in parentheses out. I actually only added it because of the sound engine randomly crashing after playing and loading several songs. Could be a matter of time, or if you load a song more several times, etc. Just reset. I may not add the pause hack to a wiki. It's hard to tell if it's that the other memory locations are more reliable, or that since they only show their effects upon first loading the particular area (Title, level, post level) no chance for such a bug was available. It only crashed after changing the songs several times and letting them play. For GG instead of FF 9B use the value listed 9DB7. Unfortunately, for some reason, even though the pause button can't be used as a trigger in many gg games, if you try to edit 66 the game crashes. So you would need to find another place to stick the call. I tried to offset the instructions at 66 but it didn't work either. I didn't really did into the code. Just for curiousity. So for now, that table above s the only GG solution. Not too important considering they have the same music, and very little of it.
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Post Posted: Wed Feb 18, 2015 8:23 am
I'd guess Probe games will use a mixture of Matt Furniss and Jeroen Tel music engines, mostly the former. We have source for A-Team and a few others (maybe not public enough?) but it doesn't inform much unless you want to know more about how the engine works internally.

You could change the pause hack to invoke a song before it hangs the game, but it's unpleasant to write code in hex.
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Alien^3
Post Posted: Fri Feb 20, 2015 11:01 am
Pause Hack, either work, not well

3e xx 32 c9 dc cd f0 ab
3e xx 32 c9 dc cd 7f af


First id's are 01 05 12 14 13 48 (at xx). Values up to 50 seem to work. May be others outside that range. Not tested.

For sms, gg not tested (and presumably would not work). The first is function is called only when starting a new song. The second loads the next pattern. Both work about, the same, i.e. not well-memory trigger works better with fewer artifacts. I may test a bit to verify that there are no tempo issues, or see where there are since searching a valid hack is too time consuming in general to be worth it if the trigger works well.
It works fine from 2 in the pattern on, so you could log and trim from the end of the first to 2nd loops.


Values from 01 to 50 (hex) at xx (pause hack) and RAM location DCC9 (gg ram only) seem to work. Couldn't find a better entry point. This game does not load a value into a and call a function like the other games. It seems the z80 loads a value from DCD2 before playing the next pattern, but i've never seen a value other than 0 there, maybe it's related to the timer, but that wouldn't make sense when you can jump based on the 0 flag. Not knowledgeable enough to figure.

This was ripped a while ago. The pack even includes the 20th century theme that as fara as i know does not actually play in game. Was the memory trigger used, or a successful hack?
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Tails' Sky Patrol (GG) (SIMS)
Post Posted: Sat Feb 28, 2015 11:19 pm
This is the only SIMS game without a trigger. It has a sound test, so not bad. JSH likely did the sound. As far as I know, the only game both companies worked on together. JSH released the GG version of Ninja Gaiden, and SIMS the SMS version some time later (could be actual release dates were close). The games are different and music seems different as well, but I wonder if there was some unofficial intermingling among the companies during this time (1991-1992) which led to collaboration in 1995? JSH seems to have only worked on GG games, and only one with another company (this game). Good chance the games made by JSH exclusively will use the same engine.

Info comes courtesy of Calindro:
Sound Engine API starts at $18000.
$18000 is UpdateSound
$18006 is PlaySound
The API accessed using a function at $1111.
It uses register L to decide which API function to call: low byte of API address (e.g. $00 for UpdateSound, $06 for PlaySound, ...)
PlaySound takes register A as argument.
The value for the title screen (Press Start button screen) is at $609b.
The value for the SEGA logo is at $4fee.
The value for the intro video is at $5dd6.
The value for the first level is at $57e6.
There seems to be a table at $57e6 that is indexed by $c555.
So $c555 might be the level number.
The value for the death music is at $338b.
Continue screen is $6060
Game Over is $557c

Unfortunately, being a GG game, no pause hack available to trigger the play sound routine manually. Someone with experience might be able to create a memory trigger, but with the sound test, there's probably little incentive to do so. Sound tests do not always include all the available songs. Hacking is required for "guaranteed" completion. In this case values 0x01-0x13 includes all available tracks. Values outside this range produced silence. There's still a chance of a hidden track not included in the api, but that's a different project altogether:) There are so many tracks, it's probably a good bet all songs are included.

Best places to log (if the sound test didn't exist) are at the Continue screen (freeze the timer value so it doesn't beep during the countdown)(number timer increases). The better option to freeze is at C7CF. Freeze at a high value (0x40 is ok). I also recommend, setting the value at 338b (death) to silence (00). The timer at C7CD can be set to 5C (recommended) and frozen when starting a new game. The white screen before the first level will not time out and you can log music from there. Setting the timer to other values displays different text including the Special thanks section of the ending.

This completes the SIMS list (effectively).
There is one game, Game Box Série Esportes which I believe has not been released, so no test or trigger info are available.

http://www.smspower.org/Development/MusicEngineControl-SIMS
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SEGA GG & SMS set complete
Post Posted: Mon Mar 02, 2015 6:02 am
http://www.smspower.org/Development/MusicEngineControl-Sega

All the Master system and Game Gear games either have a working trigger or some type of hack listed.

All that remains are 10 Sega Game 1000 games. They're a bit of a challenge. In certain cases, I feel reasonably sure that only sound effects exist. Still it would be nice if someone could help confirm.

A lot of SG games have triggers, but a few require a hack. Unlike other games I could not find a load music by id Api. In the case of the Champion series, individual voices can have triggers/pattern counters.

I suspect they may load music like a piano roll at a specific event, i.e game start, win, game over, and so an api perhaps was not be needed.

I spent some time trying to figure the out without much success. Still have alot to do so moving on. Help would be appreciated.
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Compile GG complete, SMS SG need help
Post Posted: Mon Mar 02, 2015 6:20 am
http://www.smspower.org/Development/MusicEngineControl-Compile

For the most part easier than expected. Most of these games for sms/gg have triggers, which are not useful and very buggy. The proper change method is to pass a value to the sound function. Unfortunately, different games work differently even among the same series. The easiest ones simply load the value and call the function, but alot load a value into a register (typically a or c) and then swap back and forth between register pairs while changing many different values in ram. The location is often loaded using th IX pointer, or HL or DE registers.

Many instructions (think the longest was 25k+ lines) occur between the initial loading of a value and the point it is swapped back into the original register and the function called. Unfortunately GG games have no pause hack, so it was more time consuming to both find the proper values and best hack location for logging. The convenience of the pause hack is the ability to load all valid values without needing to worry about specific change locations in ROM.

Would it be possible to map a hack trigger to another button just for logging purposes? I think different games may change where they store input variables, but I'm wondering where the best point to put such a function would be anyway. GG games often crash if you change the values at 66 unlike SMS. Can a Joker type command system be setup for game gear?

One SMS game has me stumped.
Xyzolog. Xyxolog has three tunes in game, I was only able to find the korean version, not sure if that complicates anything. You can beat the game quickly: there are 20 levels, they repeat 3 times and reset to 1 after level 60. I'd be suprised if there were other themes, but it would be nice to have a hack to be able to confirm.

Sega Game 1000 games remain completely unsolved. They have music, but the few I found, function exactly like a piano roll. It seems that pitch and length are in separate locations. I don't know if Ids are used like other compile games for GG/SMS. I did not find any.

Help appreciated.
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FM Games Complete
Post Posted: Wed Mar 04, 2015 8:30 am
Minor update. Finished the few remaining titles.

All currently known FM games either have a memory trigger or working hack.

http://www.smspower.org/Development/MusicEngineControl-FM
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mini milestone reached
Post Posted: Sat Apr 04, 2015 10:48 pm
118 SMS games and 125 GG games remain. Most of the 96 SG games remain unhacked as well.

Of the 33 Companies listed, (17 have been completed, either having hacks for all games, or missing only those without a known dump available for testing.

628 sms/gg games have been decoded, out of 787 listed on this site. This number is non-exclusive as many games have more than one developer, and are therefore listed in more than one place.

What remains are a good chunk of the games by unknown/minor developers that do not have their own page, or those more challenging to hack. Korean roms, due to lack of support in several emulators, and therefore harder to investigate, also remain to be completed.

Also, since it was not noted previously, all known errors among the sms games mentioned earlier in the thread have been corrected. Everything should match, although priority has been given to updating the minor developer pages, and the alphabetical/by dev lists neglect the most recent changes.
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Post Posted: Thu May 28, 2015 2:48 pm
59 SMS games and 57 gg games remain. Some of those are untested, or may not have music. So the practical number of unsolved games is a bit lower than that (i.e 28-31 sms).

Most of the Korean games have been solved, though their sub pages have not yet been updated. What remains tends to be very time consuming, so I am probably largely done for now. I may revisit in the future. This project was originally anticipated to take little more than a month or two. Half the time was spent on the minority of titles. I somewhat regret not putting in more focus on vgm logging and figuring out the machine formats. If I had coordinated a bit more, More than half the titles could probably have been represented at the expense of a few dozen titles. I was a bit distracted by the intent to finish the main project, since a lot of my work was unaided, and I was wary of interrupting the project prematurely and waylaying its completion.

No progress has been made on the remaining SG-1000 games.

I hope the page is found useful. I'm still considering reformatting a bit for clarity and creating more subpages. But that might have to wait a bit.

The last major milestone has been reached.
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