Dungeon Master for Super NES Trailer Dungeon Master for Super NES - Intro (English)Dungeon Master for Super NES - Outro (English)Dungeon Master for Super Famicom - Intro (Japanese)Dungeon Master for Super Famicom - Outro (Japanese)
This archive contains 19 SPC files from Dungeon Master for Super NES / Super Famicom. SPC files contain a dump of the console’s sound chip RAM. See table below for a description of each file. In order to play these files, you can use SNESAmp which is a Winamp plug-in that can also be used with XMPlay. There are also many other tools and players on SPC Players/Utilities page at Zophar’s Domain.
MP3 recordings
The following MP3 files were recorded with Audacity while the game was running in the bsnes emulator. The game ROM was modified to change which track to play in the Hall of Champions at (00,08,04) to make it easy to play all tracks and two unused tracks were also found. In the game, music starts playing when the party moves to the listed square coordinates. The track numbers are those used internally by the game.
Dungeon Master for Super NES version 1.0 (English, NTSC) Dungeon Master for Super NES version 1.0 (English, PAL) Dungeon Master for Super Famicom version 1.0 (Japanese NTSC) Dungeon Master for Super Famicom version 1.1 (Japanese NTSC)
There is a bug in all Super Famicom / Super NES versions (and not on any other platform): if the stamina of a champion goes down to 0 then the maximum load of that champion also goes down to 0. In other versions, low stamina also decreases the maximum load but not down to 0. Here is how to reproduce this issue: reincarnate Leyla, place her rope in her action hand, and then use the ‘Climb down’ action until her stamina is reduced to 0. Open the inventory to check that maximum load is 0: Cause: the maximum load value depends on the stamina value. However, the code in function F0306_CHAMPION_GetStaminaAdjustedValue is different for the Super Famicom / Super NES versions compared to all other versions. [Credits: Shu]
Skill level names
Both English versions contain a bug that is not present in any other version of the game, including both Japanese SNES versions: As shown on the screenshots below, ‘master’ skill level names are prefixed with characters ’ ’ ‘a’ ‘b’ ‘c’ ’d’ ’e’ instead of the appropriate power symbols .
Saved game corruption
The Japanese version 1.0 contains a bug that was fixed in version 1.1 and in both English versions: If you come back to the dungeon entrance with the Firestaff (not completed with the power gem) to see the alternate ending, the game hangs and the saved game data is corrupted so that you cannot restore it anymore.
Hissssa’s name
The Japanese version 1.0 contains a bug that was fixed in version 1.1 and in both English versions: If you open the inventory of a champion other than Hissssa then move to Hissssa’s inventory, then Hissssa’s name does not fully overwrite the previous champion name. On the screenshot below, the other champion (Alex) is the party leader: his name was printed in yellow and the last character of his name remains on screen, following Hissssa’s name printed in gray (right above the eye icon).