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[VGM Pack] GP Rider
Posted: Fri Sep 20, 2024 8:44 pm
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https://www.smspower.org/Music/GPRider-SMS
50Hz rip. The Game Gear version seems to be a totally different game. We seem to have Tiertex down as the developer, but the music engine seems quite different to other Tiertex games and it's odd that they have no credit, nor can I find any primary sources for that claim. |
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Posted: Sat Sep 21, 2024 7:18 am |
Great job you're doing here Maxim.
My advice as somebody with a very good trained ear on PSG Sega music, If the 50Hz/60Hz speeds match, you're best to rip them in 50Hz whether they're Japanese or European games. They always tend to sound slightly better in 50Hz especially the white noise percussion. When the PAL speed is not compensated, rip them in 60Hz. Tecmo World Cup 93' should be ripped in 50Hz when and if that one gets done as it's one of those SIMS developed Japanese 50Hz optimised music titles that didn't get a Game Gear port, which means ripping it in 60Hz will cause the noise channel to sound wonky and sluggish. |
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Posted: Sun Sep 22, 2024 6:00 am |
There is a source, technically, here:
https://gdri.smspower.org/wiki/index.php/Blog:Legal_Brief:_Atari_vs._Sega More specifically, here: https://gdri.smspower.org/wiki/images/5/5a/Sa11301994_4.png Of course, there are mistakes on that list, so this could be wrong, too, but I have doubt that this was a British-developed game. |
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Posted: Sun Sep 22, 2024 7:30 am |
I went to 3 different sites and they all listed the Game Gear version's developer as ''SEGA-AM2 Co., LTD'' and published by Sega. It looks a lot like Hang-On but it plays differently and in my opinion a lot worse.
There is hidden developer text in the ROM and the name ''Lee Sanghun'' is in it which would suspect that this game may have been developed by a South Korean team? The Tiertex theory is becoming less likely. Apparently this has been discussed on the forum 15 years ago. https://www.smspower.org/forums/11686-WhodunitLeeSanghun |
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Posted: Sun Sep 22, 2024 9:21 am |
The Game Gear version is a different game.
I’m frequently hacking into the start of the music engine to produce “perfect” rips without occasional one-frame pauses. This means I can see when it’s almost identical code and when it’s quite different. I haven’t produced extensive notes, and I know more work has been done in this area at GDRI and VGMPF, but superficially the SMS GP Rider sound engine doesn’t match any that I’ve looked recently - and what I’ve been looking at recently is Tiertex games. It has a particularly unusual pattern of: * Load a page number and offset into b and c * Load a music number and an unused number into d and e * Call a function that selects the bank, then reads a pointer at the given offset (eg 2 to read two bytes into the bank), then jumps to that pointer Most other Tiertex games have a rather simpler pattern of loading a music number into a and calling a function that trampolines to the music engine in paged code. Those engines also typically have more trampolines at the start of the bank, in the form of jumps every three bytes. I suspect a common approach to music engine analysis is to look for the specific table used to convert 12TET notes into PSG values. It would be good to document these. I know we’ve searched for the table in the Sega docs, and noticed that it seems sub-optimal (sometimes there are better values if the goal is to minimise deviation from the perfect note). However, music engines were often subcontracted to different companies than the one who developed the rest of the game. |
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Adding composers
Posted: Mon Oct 28, 2024 10:52 am
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Hiroshi Kawaguchi could be added as composer. Title Screen is an arrangement of Melody of Delight/歓喜のメロディー, while Unknown is an excerpt from the manual transmission theme Be Over. Hiro says in Formula -G.S.M. SEGA 5- that he composed everything in the arcade version except Time Attack and The Perfect Power. | |