Bill's Tomato Game

Sound chip: YM2612
System: Mega Drive
Composers: Matt Furniss Mike Clarke
Developer: Tempest
Publisher:
Release date: unreleased
02. Intro 1:23
03. Main Menu 1:27 + 1:25
04. Overworld Theme 1:11 + 1:10
05. Theme 1 1:13 + 0:58
06. Theme 1 Complete 0:10
07. Theme 2 0:42 + 0:42
08. Theme 2 Complete 0:09
09. Theme 3 1:21 + 1:21
10. Theme 3 Complete 0:09
11. Theme 4 1:17 + 1:05
12. Theme 4 Complete 0:09
13. Theme 5 0:54 + 0:41
14. Theme 5 Complete 0:09
15. Theme 6 1:11 + 1:11
16. Theme 6 Complete 0:11
17. Theme 7 1:05 + 0:58
18. Theme 7 Complete 0:10
19. Theme 8 1:11 + 1:04
20. Theme 8 Complete 0:09
21. Final Boss 0:47 + 0:47
22. Ending Theme 1:34 + 1:02
23. Unknown Jingle 1 0:04
24. Unknown Jingle 2 0:02
25. Unknown Theme 1 1:33 + 1:25
26. Unknown Theme 1 Complete 0:11
27. Unknown Theme 2 1:00 + 0:58
28. Unknown Theme 2 Complete 0:10
Total: 19:28 + 14:40
History
Version Date Author Description
1.00 2016-04-01 Valley Bell Initial release.
1.01 2022-01-03 andlabs Fixed txt file for vgmrips.
Size reductions
ToolFromTo%
optvgm53.6 MB36.3 MB67.7%
vgm_cmp36.3 MB7.77 MB21.4%
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Awesome music for a sadly unreleased port of an
Amiga puzzle game.

But instead of porting the Amiga music, Matt
Furniss composed a completely new soundtrack,
which is superior to the Amiga one, IMO.
Matt Furniss is truly a master when it comes
to chip music.


This rip was only possible thanks to the great
guys who dumped this game and released it in
October 2014.


I recorded this in PAL mode as the sound driver
takes a break every 6th frame in NTSC mode.


The VGMs were ripped using Kega Fusion 3.64.

Size reduction:
1. optvgm: 53.6 MB -> 36.3 MB (67.7 %)
2. vgm_cmp: 36.3 MB -> 7.77 MB (21.4 %)
Total: 53.6 MB -> 7.77 MB (14.5 %)


Technical stuff:
The sound driver is a 68k/Z80 hybrid. The 68k
processes the data and sends commands to the
Z80, which handles DAC and YM2612 commands.

Music is stored in a Module format with
Patterns. As usual for Module files, there is
a single file that contains all songs and SFX.
Individual songs/SFX are started by playing a
certain pattern.

Sound RAM is at FF9000.
You can play songs/sfx by writing
(PatternID + 1) to the word at FF900E.
The word at FF9012 contains the currently
playing song pattern.
-Valley Bell

Valley Bell

Source: Project2612

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