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.
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.
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.
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.
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.
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.
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.
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!
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...
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.
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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