GG ALESTE 3 for Sega Dreamcast Port

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ryken
noob
Posts: 3

Re: GG ALESTE 3 for Sega Dreamcast Port

Post by ryken »

People noticed that the music was more shallow because one of the melody channels (#3) wasn't playing at all. With the 1 byte code change, music comes out more energetic since you can hear the "background" instrument playing now.

That was something I noticed lacking from the Switch, but I still prefer the "cleaner" raw soundtrack from the hardware. I feel like the Switch soundtrack is "EQ-enhanced" somehow.

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ateam
Metallic
Posts: 824

Re: GG ALESTE 3 for Sega Dreamcast Port

Post by ateam »

ryken wrote: Sun May 18, 2025 5:31 pm People noticed that the music was more shallow because one of the melody channels (#3) wasn't playing at all. With the 1 byte code change, music comes out more energetic since you can hear the "background" instrument playing now.
Gotcha.

However, I'm confused then about the instruction to write those FE bytes. You said:
Put 0xFE back to these locations:
- C79A, C8A1, C8B0, C942, CA6E, CAD2, CB65, CB74, CC06
(matches noise channel, which uses correct untouched code)
So is it a one-byte change (3A to offset 0xC66A), or is it all of those?

Also, do you have a source/original post for this? I'd love to read more :)
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