Copy some notes from board 2...
Felt like posting this incase any newcomers come to this, or for fellow members here, that are looking for information on the sound engine for Megaman 2.
I Spent all morning putting it together, so it's very detailed. Hope this is useful for ya'll.
Megaman 2 Sound Engine Document8-10-08
by: infidelity
Pointers-----------
EX: Description-Address-Pointer
Pre-Intro = $30A7C - $30A7D = B4B1
Title Screen = $30A7A - $30A7B = F4AE
SFX Teleport Away = $30AD4 - $30AD5 = 35BE
Start/Password = $30A80 - $30A81 = D5B3
SFX Cursor Movement = $30ABE - $30ABF = 25BD
SFX Teleport Down = $30AC0 - $30AC1 = 3DBD
Boss Select Screen = $30A78 - $30A79 = 14AE
Boss Selected Screen = $30A74 - $30A75 = A0AB
Bubbleman = $30A6E - $30A6F = 91A1
Heatman = $30A66 - $30A67 = 8794
Metalman = $30A6A - $30A6B = 429A
Flashman = $30A60 - $30A61 = D68A
Crashman = $30A64 - $30A65 = C890
Woodman = $30A62 - $30A63 = 1D8E
Quickman = $30A6C - $30A6D = 489E
Airman = $30A68 - $30A69 = 9896
Wily's Castle = $30A82 - $30A83 = A6B4
SFX Wily's Ship = $30A84 - $30A05 = 53B5
SFX Health/Weapon Meter & Wily Castle Path Formation = $30AB0 - $30AB1 = 2DBC
Wily 1 & 2 = $30A70 - $30A71 = A8A4
Wily 3-5 = $30A72 - $30A73 = 60A9
Boss = $30A76 - $30A77 = 58AC
Game Over = $30A7E - $30A7F = 57B3
2nd Part To Title Song During Credits = $30A88 - $30A89 = DCB6
Boss Defeated = $30A8A - $30A8B = EAB9
Wily Defeated = $30A8C - $30A8D = 52BA
Weapon Obtain = $30A8E - $30A8F = EDBA
SFX Sniper Joe Mech = $30AA2 - $30AA3 = 22BB
SFX?? = $30AA4 - $30AA5 = 5BBB
SFX Metal Blade = $30AA6 - $30AA7 = 8EBB
SFX M Buster = $30AA8 - $30AA9 = B6BB
SFX Enemy Shooting = $30AAA - $30AAB = C8BB
SFX Megaman Hit = $30AAC - $30AAD = D5BB
SFX Quicman Lasers = $30AAE - $30AAF
SFX Megaman Landing = $30AB2 - $30AB3 = 4CBC
SFX Alien Wily Defeated = $30AB4 - $30AB5 = 62BC
SFX Weapon Hit = $30AB6 - $30AB7 = 9BBC
SFX WIly 1 Dragon Teleport = $30AB8 - $30AB9 = B5BC
SFX Weapon Deflect = $30ABA - $30ABB = F1BC
SFX Crash Bomb Latching = $30ABC - $30ABD = 00BD
SFX Cursor Movement In Weapon Menu = $30ABE - $30ABF = 25BD
SFX Leaf Shield = $30AC2 - $30AC3 = 5DBD
SFX Weapon Menu = $30AC4 - $30AC5 = 78BD
SFX?? = $30AC6 - $30AC7 = 8FBD
SFX Boss Doors = $30AC8 - $30AC9 = 98BD
SFX Heatman Weapon Charge 1 = $30ACA - $30ACB = B7BD
SFX Heatman Weapon Charge 2 = $30ACC - $30ACD = CCBD
SFX Heatman Weapon Charge 3 = $30ACE - $30ACF = E1BD
SFX Heatman Weapon = $30AD0 - $30AD1 = F6BD
SFX Green/Red Plunger Guy = $30AD2 - $30AD3 = 15BE
SFX Water = $30AD6 - $30AD7 = 88BE
SFX Teleport Blocks = $30AD8 - $30AD9 = A4BE
SFX Wily 6 Ceiling Acid 1 = $30ADA - $30ADB = BCBE
SFX Wily 6 Ceiling Acid 2 = $30ADC - $30ADD = F3BE
SFX Airman Weapon = $30ADE - $30ADF = 2ABF
SFX?? = $30AE0 - $30AE1 = 3BBF
SFX Dead = $30AE2 - $30AE3 = 48BF
SFX Extra Life/E Tank = $30AE4 - $30AE5 = 8FBF
Song/SFX Locations---------------------------
*NOTE* Song Locations Begin With "0F" Then have 5, 2 Byte Pointers After It.
EX: 0F,XX,XX,XX,XX,XX
Pointers Are For
Square 1, Square 2, Triangle, Noise, & End Channel.Square 1, Square 2, Triangle, & Noise All Begin With "00"
The End Channel Byte Does Not Log, So Don't Worry When You See It Being
Different Bytes Within Different Songs. This Just Tells The Channel Where To Stop.
*NOTE* SFX Do Not Apply To The Above Description.
Flashman = $30AE6
Square 1 = $30AF1
Square 2 = $30C01
Triangle = $30CB9
Noise = $30D93
END = $30E25
Woodman = $30E2D
Square 1 = $30E38
Square 2 = $30EF8
Triangle = $30FAD
Noise = $31089
END = $310D0
Crashman = $310D8
Square 1 = $310E3
Square 2 = $31280
Triangle = $313A1
Noise = $31440
END = $3148F
Heatman = $31497
Square 1 = $314A2
Square 2 = $31574
Triangle = $3162C
Noise = $31681
END = $316A8
Airman = $316A8
Square 1 = $316B3
Square 2 = $317DF
Triangle = $31900
Noise = $31A27
END = $31A4A
Metalman = $31A52
Square 1 = $31A5D
Square 2 = $31B3E
Triangle = $31C6A
Noise = $31D68
END = $31E50
Quickman = $31E58
Square 1 = $31E63
Square 2 = $31F3B
Triangle = $3202D
Noise = $32124
END = $32199
Bubbleman = $321A1
Square 1 = $321AC
Square 2 = $322CA
Triangle = $323B7
Noise = $32463
END = $324B0
Wily 1-2 = $324B8
Square 1 = $324C3
Square 2 = $32651
Triangle = $327D0
Noise = $32950
END = $32968
Wily 3-5 = $32970
Square 1 = $3297B
Square 2 = $32A57
Triangle = $32Ab9
Noise = $32B97
END = $32BA8
Boss Selected = $32BB0
Square 1 = $32BBB
Square 2 = $32BFD
Triangle = $32C30
Noise = NONE (set to 00,00)
END = $32C60
Boss = $32C68
Square 1 = $32C73
Square 2 = $32D0A
Triangle = $32D91
Noise = $32DD7
END = $32E1C
Boss Select = $32E24
Square 1 = $32E2F
Square 2 = $32E78
Triangle = $32EAC
Noise = $32EE7
END = $32F04
Title Screen = $32F04
Square 1 = $32F0F
Square 2 = $33009
Triangle = $330FC
Noise = $33190
END = $331BC
Pre-Intro = $331C4
Square 1 = $331CF
Square 2 = $3324D
Triangle = $332C9
Noise = $3332D
END = $33363
Game Over = $33367
Square 1 = $33372
Square 2 = $33390
Triangle = $333AE
Noise = $333D3
END = $333E1
Start/Password = $333E5
Square 1 = $333F0
Square 2 = $33433
Triangle = $3345F
Noise = $33491
END = $334AE
Wily's Castle = $334B6
Square 1 = $334C1
Square 2 = $334F0
Triangle = $33518
Noise = $3353A
END = $3355B
SFX Wily's Ship *USES MUSIC FORMATION* = $33563
Square 1 = $3356E
Square 2 = $33582
Triangle = NONE (set to 00,00)
Noise = NONE (set to 00,00)
END = $33596
Ending = $3359E
Square 1 = $335A9
Square 2 = $33646
Triangle = $33658
Noise = $336D4
END = $336E8
2nd Part To Title Song During Credits = $336EC
Square 1 = $336F7
Square 2 = $337F5
Triangle = $338EE
Noise = $339C6
END = $339F2
Boss Defeated = $339FA
Square 1 = $33A05
Square 2 = $33A1E
Triangle = $33A37
Noise = NONE (set to 00,00)
END = $33A5E
Wily Defeated = $33A62
Square 1 = $33A6D
Square 2 = $33AA0
Triangle = $33AD3
Noise = $33AEA
END = $33AF9
Weapon Obtain = $33AFD
Square 1 = NONE (set to 00,00)
Square 2 = NONE (set to 00,00)
Triangle = $33B08
Noise = $33B23
END = $33B32
SFX Sniper Joe Mech = $33B32 - $33B6A
SFX?? = $33B6B - $33B9D
SFX Metal Blade = $33B9E - $33BC5
SFX M Buster = $33BC6 - $33BD7
SFX Enemy Shooting = $33BD8 - $33BE4
SFX Megaman Hit = $33BE5 - $33C12
SFX Quickman Lasers = $33C13 - $33C3C
SFX Health/Weapon Meter & Wily Castle Path Formation = $33C3D - $33C5B
SFX Megaman Landing = $33C5C - $33C71
SFX Alien Wily Defeated = $33C72 - $33CAA
SFX Weapon Hit = $33CAB - $33CC4
SFX Wily 1 Dragon Teleport = $33CC5 - $33D00
SFX Weapon Deflect = $33D01 - $33D0F
SFX Crash Bomb Latching = $33D10 - $33D34
SFX Cursor Movement = $33D35 - $33D4C
SFX Teleport Down = $33D4D - $33D6C
SFX Leaf Shield = $33D6D - $33D87
SFX Weapon Menu = $33D88 - $33D9E
SFX?? = $33D9F - $33DA7
SFX Boss Doors = $33DA8 - $33DC6
SFX Heatman Weapon Charge 1 = $33DC7 - $33DDB
SFX Heatman Weapon Charge 2 = $33DDC - $33DF0
SFX Heatman Weapon Charge 3 = $33DF1 - $33E05
SFX Heatman Weapon = $33E06 - $33E24
SFX Green/Red Plunger Guy = $33E25 - $33E44
SFX Teleport Away = $33E45 - $33E97
SFX Water = $33E98 - $33EB3
SFX Teleport Blocks = $33EB4 - $33ECB
SFX Wily 6 Ceiling Acid 1 = $33ECC - $33F02
SFX Wily 6 Ceiling Acid 2 = $33F03 - $33F39
SFX Airman Weapon = $33F3A - $33F4A
SFX?? = $33F4B - $33F57
SFX Dead = $33F58 - $33F9E
SFX Extra Life/E Tank = $33F9F - $33FE7
Definitions Of Music Data----------------------------------
*NOTE* The Following Is Not From Me. This Is From A Translated Page. I Take No Credit For The Following Descriptions.
Original Source =
http://klikechange.free.fr/Rockman2.htmI Will Strip It Down To Make It Less Difficult To Understand.
$00 XX: Speed (the extent whose XX is large it becomes slow)
$02 XX: Timbre change (inserting $00, $40, $80, C0 in XX, please try)
$03 XX: Way volume change (only $FF you do not insert in the non darkness, note)
$04 YY XX XX: The address which is shown with XX XX (the $28000 is not forgotten) to jump, the YY time it does that, (in case of 00 it is unlimited)
$05 XX: It rises 1 sound each height of the key (concerning 1)
$06: Length of diacritic of one rear is designated as 1.5 times.
$07 XX XX: But attenuation... because address it is not chased, don't you think? it is good and the ‚í can (someone to be possible) as for other things with 1byte Y length of diacritic (60 2 times that 40) plus does XX in the key which with XX is decided with height $05 XX of sound presently while collecting is (the ‚§ ‚¡ diacritic data (rectangular group and triangular group) Y0 (40,60,80, A0, C0, E0) + XX (00 - 1F) concerning diacritic one. XX in case of the $00 it becomes the ‹x sign. When we assume that $4F is 16 diacritical markses of ƒh, the $50 becomes 16 diacritical markses of the ƒh #, 6F becomes 8 diacritical markses of ƒh. It is in the midst of collecting concerning noise and effective sound.
ENDNot enough. Take Bisqwit's document
here. or this
one. It will help you further.