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Galaxy Force II (Arcade)/Unused Sounds

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This is a sub-page of Galaxy Force II (Arcade).

Note: sound code $80 is a nop (used by the sound driver to indicate that there is no new sound request) and sound code $FF stops sound.

Unused Sounds in the Sound Test

Note: for some reason, some of the shorter samples (especially the voice samples), may not play correctly with the in-browser OGG player. You may need to replay the sound repeatedly until it plays correctly, or at worst, download the file and use your computer's media player instead.
Sound Sound Code Sound Test Number Description/Notes
$81 Sound 1 The “coin inserted” sound from the original Galaxy Force, as heard on the few album releases of its soundtrack. It was later used by Sega Ages 2500 Series Vol.30: Galaxy Force II Special Extended Edition as its start button/menu sound effect.
$83 Sound 3 Unknown; Maybe an old SEGA screen sound.
$84 Sound 4 Unknown; probably the sound of something being fired.
$88 Sound 8 Unknown; probably the sound of a rocket firing.
$8A Sound 10 Unknown; this sound seems to loop indefinitely.
$8B Sound 11 Unknown; sounds like a shot being fired.
$8F Sound 15 Unknown; sounds like something exploding (firecracker-like?).
$91 Sound 17 Unknown
$93 Sound 19 Unknown
$94 Sound 20 Unknown
$95 Sound 21 Unknown
$96 Sound 22 Unknown
$97 Sound 23 Unknown
$9B Sound 26 Unknown
$9C Sound 27 Unknown
$9D Sound 28 Unknown; sounds like a rocket or missile?
$9E Sound 29 Unknown; probably a collision?
$9F Sound 30 Unknown; probably an explosion?
$A0 Sound 31 Unknown; possibly the sound of wind? This one stops short during an iteration.
$A1 Sound 32 Unknown; possibly the sound of a storm (wind, rain, and thunder)? Appears to loop indefinitely.
$A2 Sound 33 Unknown. This one stops short in the middle of an iteration.
$A3 Sound 34 Unknown
$A4 Sound 35 Unknown
$A5 Sound 36 Unknown
$A6 Sound 37 Unknown
$A7 Sound 38 Unknown
$A9 Sound 40 Unknown. This sound appears to loop indefinitely.
$AA Sound 41 Unknown
$AD Sound 44 Unknown
$AE Sound 45 Unknown. This one stops short during an iteration.
$AF Sound 46 Unknown
$B1 Sound 48 Unknown. Appears to loop indefinitely.
$B2 Sound 49 Unknown
$CC Sound 59 Unknown jingle.
$CD Sound 60 Unknown
$CE Sound 61 Unknown
$CF Sound 62 Unknown
$D0 Sound 63 Unknown
$D1 Sound 64 Unknown
$46 Voice 5 "Take 'er out of here."
$4A Voice 6 "You're doing great."
$55 Voice 8 "Danger!"
$56 Voice 9 "Fire!"
$57 Voice 10 "Target destroyed!"
$58 Voice 11 "Direct hit!"
$59 Voice 12 "You have crashed!" Likely to have been played when you lost all your energy by crashing? TODO have or are?
$5A Voice 13 "Go up!" Likely to have been used in fortresses alongside "left turn!" and "right turn!", and there are parts where you do have to go up to maneuver hills (such as in the fortresses in Scene E), but no cues are ever given in these cases.
$5F Voice 17 "Liftoff!" Likely used either during the scene select or the scene intros.
$60 Voice 18 "Caution!"
$68 Voice 20 "All clear for takeoff." Likely to have been used at the end of the takeoff check voice sequence heard during the scene select.
$71 Voice 22 "Good luck, Commander."
$72 Voice 23 "Crash warning!"
$61 Voice 25 "Careful!"
$53 Voice 26 "Last mission." Likely used at the beginning of Mission 6.
$73 Voice 27 "Hurry up!"
$D2 Voice 28 "Mission one." These Mission voices were likely played before the start of each mission.
$D3 Voice 29 "Mission two."
$D4 Voice 30 "Mission three."
$D5 Voice 31 "Mission four."
$D6 Voice 32 "Mission five."
$D7 Voice 33 "Mission six."
$D8 Voice 34 "Roger. Refueling finished."
$D9 Voice 35 "Clear... check."
$DB Voice 37 "Destroy the enemy headquarters." There are no "enemy headquarters" in the game but it's likely either the fortresses or just the fortresses with control centers were called headquarters at some point.
$DC Voice 38 "the Enemy Fortress." The game appears to build some multi-word voice samples by stringing other voice samples together, and this is likely one of those pieces, as the next voice is...
$DD Voice 39 "Destroy the enemy fortress."
$DF Voice 41 "Ground crew commence operation."
$E0 Voice 42 "Starship command to ground crew commence operation." The game appears to build some multi-word voice samples by stringing other voice samples together, hence this word salad.
$E1 Voice 43 "Roger." This copy of the "Roger." sample goes unused; the one that is used (in both the scene select voiceovers and on the name entry screen) is Voice 4 (sound code $45).
$E2 Voice 44 "Take 'er in."
$E3 Voice 45 "Control lost!" TODO lost or loss?
$E4 Voice 46 "Shield lost!" The final game uses "Shield broken!" (Voice 24 (sound code $74)) instead. TODO lost or loss?
$E5 Voice 47 "Go down!" Likely to have been used in fortresses alongside "left turn!" and "right turn!", and there are parts where you do have to go down to maneuver hills (such as in the fortresses in Scene E), but no cues are ever given in these cases.

Sounds not in the Sound Test

Hmmm...
To do:
Rip these sounds? Definitely the ones not marked with anything (except Scene Select?), maybe the ones with a question mark (?).

Sounds marked with an asterisk (*) indicate voice samples that appear to be pieces of other samples (be they used or not).

Sound Code Directly used? Description/Notes
$00 No No-op.
$01 No Unknown sound effect. The game special-cases sounds up to and including $3F to play this (otherwise unique) sample at increasing pitch.
$02 No $01 at a higher pitch.
$03 No $02 at a higher pitch.
$04 No $03 at a higher pitch.
$05 No $04 at a higher pitch.
$06 No $05 at a higher pitch.
$07 No $06 at a higher pitch.
$08 No $07 at a higher pitch.
$09 No $08 at a higher pitch.
$0A No $09 at a higher pitch.
$0B No $0A at a higher pitch.
$0C No $0B at a higher pitch.
$0D No $0C at a higher pitch.
$0E No $0D at a higher pitch.
$0F No $0E at a higher pitch.
$10 No $0F at a higher pitch.
$11 No $10 at a higher pitch.
$12 No $11 at a higher pitch.
$13 No $12 at a higher pitch.
$14 No $13 at a higher pitch.
$15 No $14 at a higher pitch.
$16 No $15 at a higher pitch.
$17 No $16 at a higher pitch.
$18 No $17 at a higher pitch.
$19 No $18 at a higher pitch.
$1A No $19 at a higher pitch.
$1B No $1A at a higher pitch.
$1C No $1B at a higher pitch.
$1D No $1C at a higher pitch.
$1E No $1D at a higher pitch.
$1F No $1E at a higher pitch.
$20 No $1F at a higher pitch.
$21 No $20 at a higher pitch.
$22 No $21 at a higher pitch.
$23 No $22 at a higher pitch.
$24 No $23 at a higher pitch.
$25 No $24 at a higher pitch.
$26 No $25 at a higher pitch.
$27 No $26 at a higher pitch.
$28 No $27 at a higher pitch.
$29 No $28 at a higher pitch.
$2A No $29 at a higher pitch.
$2B No $2A at a higher pitch.
$2C No $2B at a higher pitch.
$2D No $2C at a higher pitch.
$2E No $2D at a higher pitch.
$2F No $2E at a higher pitch.
$30 No $2F at a higher pitch.
$31 No $30 at a higher pitch.
$32 No $31 at a higher pitch.
$33 No $32 at a higher pitch.
$34 No $33 at a higher pitch.
$35 No $34 at a higher pitch.
$36 No $35 at a higher pitch.
$37 No $36 at a higher pitch.
$38 No $37 at a higher pitch.
$39 No $38 at a higher pitch. Somewhere around this point, the pitches appear to become capped, so these last few sounds in the special case set may appear to sound nearly identical (the most I (andlabs) could gather is that the noise that plays shortly into the effect gets louder, but even this might be wrong).
Hmmm...
To do:
Figure out what is going on here.
$3A No $39 at a higher pitch.
$3B No $3A at a higher pitch.
$3C No $3B at a higher pitch.
$3D No $3C at a higher pitch.
$3E No $3D at a higher pitch.
$3F No $3E at a higher pitch.
$40 No No-op.
$41 No * "Check."
$47 No * "the enemy headquarters."
$48 No *(?) Unknown ("in"?)
$49 No * "Refueling finished."
$4B No * "Ground crew"
$4D No * "one."
$4E No * "two."
$4F No * "three."
$50 No * "four."
$51 No * "five."
$52 No * "six."
$54 No * "Mission"
$5B No * "Go down!"
$62 No * "destroyer. Begin takeoff countdown."
$64 No * "for takeoff."
$65 No * "clear for takeoff."
$66 No * "Begin takeoff countdown."
$67 No * "systems... check."
$69 No * "clear"
$6B No * "strength maximum."
$6C No *(?) "engine"
$6D No * "maximum."
$6E No * "headquarters."
$6F No * "fortress."
$70 No * "commence operation."
$75 No * "broken!"
$76 No * "lost!" TODO lost or loss?
$77 No * "Go up!"
$78 No * "turn!" (from "Left turn!"; both this one and that one have a bit of static at the end which the "Right turn!" one does not)
$79 No * "takeoff." (from "All clear for takeoff." (Voice 20 (sound code $68)))
$7A No "countdown."
$7B No * "Commander."
$7C No No-op.
$7D No No-op.
$7E No No-op.
$7F No No-op.
$80 No No-op.
$98 No Stops sound.
$B8 No Does some weird things. For instance, on Defeat, first some voice parameters appear to go wacky, then the PCM starts to slowly fade out as the broken voices appear to either fix themselves or go away. This persists until the sound is stopped by one of the stop sound codes.
$B9 No Appears to be identical to $B8 (but slightly faster? or is the effect timing random?).
$BA No Appears to be identical to $B8 (but slightly faster? or is the effect timing random?).
$BB No Appears to be identical to $B8 (but slightly faster? or is the effect timing random?).
$BF Yes Scene Select (song)
$C0 No Stops sound.
$C1 No Stops sound.
$C2 No Stops sound.
$C3 No Stops sound.
$C4 No Stops sound.
$C6 No Stops sound.
$C7 No Stops sound.
$C8 No Stops sound.
$C9 No Stops sound.
$CA No Stops sound.
$CB No Stops sound.
$E6 No Unknown noisy sound effect that loops for a while and then stops short after a few iterations.
$E7 No Unknown noisy sound effect that loops for a while and then stops short after a few iterations.
$E8 No Unknown noisy sound effect that loops for a while and then stops short after a few iterations.
$E9 No No-op.
$EA No No-op.
$EB No Unknown sound effect. Appears to be a copy of Sound 48 (sound code $B1) above? Appears to loop indefinitely.
$EC No Unknown sound effect.
$ED Yes Unknown, but plays near the beginning of Scene D.
$EE Yes Unknown, but plays when the giant ship at the beginning of Scene E starts flying away.
$EF No No-op.
$F0 No No-op.
$F1 No No-op.
$F2 No No-op.
$F3 No No-op.
$F4 No No-op.
$F5 No No-op.
$F6 No No-op.
$F7 No No-op.
$F8 No No-op.
$F9 No No-op.
$FA No No-op.
$FB No No-op.
$FC No No-op.
$FD No No-op.
$FE No No-op.
$FF No Stops sound.

You can change the sound ID of the first sound in the Sound Test (Sound Number 1) with the following MAME cheat:

<cheat desc="Replace Sound Number 1 in Sound Test With $??">
	<script state="run">
		<action>suby.mb@8C54 = ??</action>
	</script>
	<script state="off">
		<action>suby.mb@8C54 = 81</action>
	</script>
</cheat>

where ?? is the sound code (in hex, without the leading $). (If you do not already have a MAME cheat file, wrap the above in <mamecheat version="1">...</mamecheat> and save it as gforce2.xml in your desired cheats directory.)