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[Help Welcomed] Comprehensive Memory Trigger List
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
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
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
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
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
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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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!
Posted: Mon Feb 02, 2015 5:13 pm
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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
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
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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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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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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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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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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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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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
Posted: Tue Feb 03, 2015 9:25 pm
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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
Posted: Fri Feb 06, 2015 9:04 pm
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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
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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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
Posted: Tue Feb 10, 2015 6:03 pm
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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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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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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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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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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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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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Posted: Mon Feb 16, 2015 2:49 pm |
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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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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Posted: Mon Feb 16, 2015 3:25 pm |
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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Posted: Mon Feb 16, 2015 10:24 pm |
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.
http://gdri.smspower.org/wiki/index.php/M.N.M_Software
Matt Furniss once stopped by the forums and shared some information. |
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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
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
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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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
Posted: Fri Feb 20, 2015 11:01 am
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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)
Posted: Sat Feb 28, 2015 11:19 pm
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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
Posted: Mon Mar 02, 2015 6:02 am
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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
Posted: Mon Mar 02, 2015 6:20 am
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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
Posted: Wed Mar 04, 2015 8:30 am
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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
Posted: Sat Apr 04, 2015 10:48 pm
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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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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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