VS. Super Captain Flag

Sound chip: OKIM6295×2
System: Arcade Machine
Composer: Takahiro Ogata
Developer: Jaleco
Publisher: Jaleco
Release date: 1993-10
History
Version Date Author Description
1.00 2023-01-23 RN22 Initial release.
1.01 2023-01-25 RN22 Fixed silenced between the second part and the third part on Track 01.
Size reductions
ToolFromTo%
vgm_sro27.3 MB757 KB2.7%
vgm_cmp757 KB757 KB100.0%
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An update of Jaleco's "Captain Flag".
This was dumped on Jan 3 on this year, 2023.
Instead of counting correct flags, They had
this kinda lifebar meter. If you raise the
wrong flag, the opponent's meter will go up.
But if you raised the correct flag early,
your meter will slightly go up. In fact, this
is a multiplayer game when you can compete
other human players to these game. Of course,
if you know japanese.

Also, they added 2 new characters, Jenny and
Alex, and new musics too. Some of the fanfares
from the previous one are re-used in this
game, so I have to include since this is part
of the game. But I don't care updating my
Captain Flag pack. To be fair, I have to
separate it into one pack so that I won't have
any problems at updating this pack.

Some of the sound codes for the re-used musics
and jingles in this game, are seems to be
changed when the ROM got dumped on the public.

I've also noticed that Track 01 cut the
music cues into 3. So I hex-edit it to
join the 3 music cues. In-game, the second
part of the song overlaps early with the
first part, then followed by the third part.

Track 11 seems to be cutted off in this game,
while the previous one does not cut the end
part of the jingle.

It took me almost 6 hours to join these
3 parts into one, a lot of hex-editing
stuff, researching about address data of that
chip. Also, special thanks to ValleyBell for
the tips on address data (0x0 to 0x3FF).
Track 01's uses bankswitching, when the three
parts joined together.

The first and the third part uses the second
OKI to play, while the second part uses the
first OKI. To do this, I just save the OKI
.bin file thru debugger, with the banks
respectively played on a sound test. Then,
split the first and third bank .BINs into
128K to fit onto 256K of the second OKI.

Then adjust the corresponding address data
located at these offsets 0xCF to 0x400CE
(if you copy the whole .bin file onto the
.vgm OKI bank data file).

Captain Flag's Unknown BGM has been used as
"Game Over" when you lose a round.

Also, still need to figure out where the
sound cues are played of most parts of the
game.

I've also suspect that Takahiro Ogata did
composed this game, So I put it in on the
author tags section.

Special thanks to BoxCubed for building this
custom MAME VGM Mod for me, in order to log
this.

Note: This game is using ADPCM samples to
play. And thus, seeking doesn't working
properly.


Generated by MAME 0.248 VGM mod
(mame0248-3-gfa824ec3b1b "Custom Build")

Size reduction:
1. vgm_sro: 27.3 MB -> 757 KB (2.71 %)
2. vgm_cmp: 757 KB -> 757 KB (100.0 %)
Total: 27.3 MB -> 757 KB (2.71 %)

External links:
GamingHistory:
 https://www.arcade-history.com/?n=vs-super-captain-flag&page=detail&id=35796
Real PCB Hardware Playthrough:
 https://www.youtube.com/watch?v=i9dQoLX0d4E

RN22

Source: VGMRips

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