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Game Gear Dizzy Music

Started by jimmimak on 21 January 2011 • 10,979 views

27 posts
#54878
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#72893
Welcome to the Community jimmimak :smile:

And thanks for sharing the Master System music with us. I've never actually given this version of Fantastic Dizzy a proper try but I think I might do soon.
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#72896
I was just thinking, you ought to read some of the articles about music ripping on SMS Power. They explain some techniques for recording music more cleanly, which could help with those mini-games where normally you couldn't avoid some sound effects marring the music.
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#72898
Hi all,
@Adz.M: You definitely should play this version, it's the one I grew up with and even my dad said its the best game ever, and he grew up with space invaders etc.

@ Bag of Magic Food: I didn't forget your comment, and I think this music needs to be documented somewhere! I will look into ripping the music as well. I have a feeling this game is difficult to rip as it's the game gear version and only a couple of emulators will run it. I have a game gear and the cartridge but I chose to use the emulator because it dumps the wav file (no noise from the line out cable), and I can use save states. The game has no way of saving normally. I'm using Mekaw as the emulator.
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#72902
I was thinking you might get cleaner WAVs just by recording as VGM first and then converting, but I haven't fully confirmed the quality in doing that yet.

And thumbs up just for realizing that the mine and the graveyard have differing music in this version! I know I was fooled by their similar style for a while.
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#72904
Very good work. Seems like there is no any other rips of that game.
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#72905

Hi all!

I have made a playlist of the tunes I have done so far here:

https://youtu.be/1406FBFB412171C7

I uploaded some videos that contain some glitched music and songs that I don't recognise, so see if you can identify them.

There are still a few more to go including Zak's Castle and the final battle, the crossbow mini game, the puzzle mini-game and I think there is some ending music but I can't remember.

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#72906
Okay, I could check to see if you missed any later. I'm looking forward to seeing if you can extend the music for winning the life puzzle game. That song was based on the song that was used for winning the same game in the NES version, but on NES it was also used for the grasslands in a much longer loop, so I wonder if there's more to that song on SMS/GG as well.
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#72907
These gamegear posts are a real treat - great work!!!
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#72909
Hi all!

I have been doing some more hacking, and it seems like some songs such as Zack's tower song can only be found by typing a sequence of numbers into the same byte to trigger it, otherwise you only get one "verse" and it reverts back to the tune it was playing before.

I have now also found how to cheat - change your score to 999,999... or trigger a goal being completed (adds 500 points and makes sound), make the game think you have collected all the stars, change the number of lives you have, and also place any item in your inventory.

How to do it -
In the memory editor for RAM on the Mekaw emulator, go to $D950, bytes 12-16 and $D961 byte 1 and enter 09 in each byte and watch as your score changes.

In Byte 2 of $D961 you can set the number of lives

In byte 7,8 and 9 type anything between 00 and 3C to place items in your inventory. Item list:

00 - wrench
01 - medicine
02 - empty bottle
03 - mushroom
04 - magic star plant
05 - rope
06 - one ton weight
07 - dizzy's door key
08 - dylan's door key
09 - denzil's elevator key
0A - grand dizzy's elevator key
0b - ground elevator key
0c - dozy's door key
0d - dora's door key
0e - dylan's door key
0f - grand dizzy's door key
10 - denzil's door key
12 - bridgebuilder's axe
13 - aqualung
14 - flippers
15-1a - nothing
1b - bag of gold
1c - magic bean
1d - bag of salt
1e - empty bucket
1f - bucket of water
20 - cooked chicken
21 - key with a skull motif
22 - empty treasure chest
23 - dora (frog)
24 - crossbow
25 - crowbar
26 - persian rug
27 - portcullis wheel
28 - DIY rope bridge kit
29 - spade
2a - umbrella
2b - trampoline
2c - pickaxe
2d - pygmy cow
2e - large gold coin
2f - gold dragon egg
30 - gold dragon egg
31 - animal cage
32 - pogey in cage
33 - match
34 - straw
35 - medicine recipe
36 - weed killer
37 - golden irish shamrock
38 - cymbals
39 - plank of wood
3a - dynamite
3b - zak's portcullis wrench
3c - barrel of pirate rum
3d-fe - glitch items
ff - empty slot

How to activate all stars collected -
At $D980 byte 11, type "00" and the game will think you have no more stars remaining. At $D9A0 there is a byte containing "FF" - you can replace with "00" to get the same message (I think this is just the message, not the star status). Now when you collect a star you'll get "00" displayed showing there are no more to collect!

I'll post how to do other things soon such as teleport and change the colours of the game.

Enjoy! {yolkfolk}:yahoo:
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#72911
Hello Yolkfolk!

Just in case anyone is interested, here's a few more things you can do:

Teleport

In the line of code labelled $DAE0 byte 8 there will be 2 numbers that change depending on which area of the world you are in. E.g. Dizzy's hut is "00". The numbers after that can also be adjusted, and these affect your co-ordinates and Dizzy's status - e.g. you can make him float or fall or get hurt.

Changing the numbers at $DAE0 byte 8 will change Dizzy's location, but all you will see is a pallet change - to update, press 1 twice to go into and out of your inventory, and you will reappear in the new location.

I started to list all the locations, but when I entered them from a different location, I learned that the destination can vary depending on where you teleport from. The numbers below are a rough guide. Entering them in different orders and changing the values before and after this value will affect where you travel to.

Value: Location:

00-09 Yolkfolk huts (indoors)
0a-0f Yolkfolk village (outdoors)
10 Field near volcano
12 Carber Bay
13 Cave Under Graveyard
14-15 Underwater (need aqualung to survive!)
17 Across broken bridge nr. beanstalk location
18+19 Pirate Ship
1a-1c Pirate Ship
1d+1e Keldor Village
1f Clouds
20 Clouds (flying)
21-24 Zak's Castle (teleport from Yolkfolk village)
25-2A Tunnels in Keldor Village
2a Sometimes this puts you in Zak's castle or a tunnel in town.
2b Underwater in the mines
2c Underneath the dragon (or other mine area)
2d Deep mines
2e+2f Troll's Eerie Castle
30 Cave under the ocean
31+ Mostly Glitches and crashes occur*

*Sometimes you end up in Zak's tower or in special stages like the mine train level. I think you need to adjust the numbers after the values for more accuracy, or try from different locations.

Accessing music:

In line $DBB0, byte 6, change the value to any value and the music will change. You cannot always guarantee the changes will be the same each time, and often the music is in the wrong pitch etc. Here are some tunes I found:


88 - Rapids music
89 - Bubble Trouble (glitched)
8B - Mine train
96 - Ending theme?
97 - Mines (glitched)
99 - Bubble Trouble
AA - Starts as a medley and stays on slow Carber Bay music
B4-B5 - Ending Theme?

You can also change other values in this line, sometimes this will change the track at the end of the verse, and play verses of songs in a strange order with different notes and instruments and tempos!

Have fun!
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#72914
Am I correct in thinking this version is missing the day/night system?
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#72916
Yes you're right, theres no day or night in this version.
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#72917
I'v done some hacking some time ago.
Here's music list:
ID muzyki:
0-Title Screen
1-Title Screen
2-Pirate Ship
3-Puzzle Minigame
4-Crossbow minigame?
5-Absolute Silence(Sounds are also mute)
6-Game Over
7-Life lost
8-Event done(Like finishing Bubble Dizzy)
9-TreehousesVillage
A-Trolley Minigame
B-Keldor
C-Graveyard
D-Dizzy! Down in Rapids
E-Troll Castle
F-Mines
10-Bubble Dizzy
11-BeachUnderwater
12-CountrySide(Zakeria)
13-The END?(After finishing game)
14-no idea
A Table in ROM is at 0x33D30
Table is 30 bytes long.
What you'v done is changing a ponter to piece of music played,that's all.
I have all sort of data about Game Geaf version of FAOD.Item list,how levels are stored in game etc.
Unfortunelly game don't have any unused music...maybe except no.14-I don't remember this one.But i played the game so long time ago.

EDIT:
Waaahhh,I posted it earlier,but my inetrnet speed made it longer;
Anyway... Entering them in different orders and changing the values before and after this value will affect where you travel to. Not at all.
Some of my RAM notes: DAE7-ID Location
DAE9-X Dizzy
DAEB-Y Dizzy
DAEA-S Dizzy
D966-3 items
DB2C-Music Volume
DB2D-Music Speed Yes you're right, theres no day or night in this version. What are you talking about?
This version in terms of programming is really familiar with NES version.
There IS Night Day system...
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#72920
I dont remember day night system on mastersystem port.. Raining was totally missing from NES and Sega 8bit ports?
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#72921
Moved to General Discussion as this isn't really an Introduction thread.
I dont remember day night system on mastersystem port.. Raining was totally missing from NES and Sega 8bit ports? I've sat through both versions for quite a while and neither of them have a day/night feature (to me at least until someone else can actually prove otherwise), and the SMS version doesn't rain, the NES version however....



Also both versions have a volcano in the background that spew out rocks, which is missing in the 16-bit versions, much like the down the rapids subgame.
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#72922

ok. I was wrong {dizzy}:lookup:

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#72923
I thought I might have seen it rain in the Game Gear version, but up in the clouds above the beanstalk, but it was blurry when I played it and I don't remember well so I'm not sure and would have to play again.
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