Master System Games Developed by Realtime Associates
Game Gear Games Developed by Realtime Associates
These games do not have an automatic trigger. However, they all keep track of an id in ram that is 1 higher than the value loaded into the accumulator. What happens is the id is loaded, then increased in the sound update function. If there is a difference, at that point a new song is played. This introduces a "bug" where if the value is loaded, when increased is equal to the current value, the song is not reinitialized. For example, if a non looping song plays and ends, it can not be triggered again until a new song is played first. This can be tested in the two games with sound tests easily. The value of silence differs by game (split more or less evenly), and is either 1 less than the least value, or 1 more than the highest (exclusive). So for some games, a value of 00 becomes 01 in ram, and loads silence. The two games with sound tests have high values and Ren and Stimpy seems to have none for silence. The value in ram tends to be isolated far away from the main area used by the sound engine. Most are in the DXXX area.