I've got some info that should help. The exact same music track used in the cutscene is also present in this version of the Quiet cutscene from TGS (different in the actual game)
https://www.youtube.com/watch?v=WhDbuJk8PuY
Would there be any chance of cancelling out the duplicate audio between the two videos to get a cleaner version of the tape audio remaining? I seem to remember this being possible but forgive me if that's incorrect.
(I know nothing about MSX, just trying to help)
Could the Deja-vu mission in GZ be a tip?
It seems that the data doesn't match... I wondered if this VOL2 of the MSX version, but after checking they look completely different.
I found some coincidences. It seems that GZ tape is actually VOL2 from Portopia, but chopped/mixed/corrupted.
It seems that the data doesn't match... I wondered if this VOL2 of the MSX version, but after checking they look completely different.
I found some coincidences. It seems that GZ tape is actually VOL2 from Portopia, but chopped/mixed/corrupted.
Haha, you are right, I copied the wrong VOL2 mention. Teaches me to do forensics after midnight.
Never the less, this low amount of matches, not to mention the dozens of bytes missing (and you decoded the file manually at first, so I'm guessing you didn't skip "bad" bytes), the chance it's actually different data, in the same format?
For example, the string: 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8E appears twice at the start of file in Portopia, but just once in the GZ tape. These first set of values seem to be used to block file listing, using just one creates the situation where I was able to list and run contents after a reset operation (this doesn't clean the memory). And like the removal of the PC-6001 from the VOL1 REM, it sounds intentional, but unexplained.
For what's worth, this is the start of the list:
(Yes, you are seeing wrong - it says LOGIN but it's actually the math instruction LOG + the instruction INPUT, not the string)
This code "runs", but basically manages to pass the first INPUT, then either crashes on the next or following line as it enters gibberish land.
I really feel there is no secret message or whatever on the data. Both tapes are just fragments of Portopia game.
Trying to load them will result in a corrupt BASIC program (traces of original game), but that's all.
They need a tape program to simulate Snake loading Operation Intrude N313 on a MSX2. So, what data should they use? A real program developed just for that cutscene? An existing game? What game? The one that inspired Kojima to make computer games.
Now we can wonder why Kojima/Konami used the PC-6001 version instead of MSX version.
Perhaps Kojima had a PC-6001 and not an MSX when he played the game.
Perhaps they could not find the MSX version.
Anyway, I think it is just a tribute to Yuji Horii and/or Portopia game.
Of course we can try to find a meaning/secret message for the tape, or the cassette counter value (713). Is it related to RC713 (Magical Tree)? I don't think so (^^!)
Anyone here can ask Kojima about this? (^_^)
I was just surprised it ran at all, and people did ask me to try all sort of things and let them know
But I don't really see how the "BASIC code" present in the GZ tape can currently be shaped into anything workable.
Kojima is a bit of a collector. I'm sure he used his own original Portopia tape (what would explain the poor condition / corruption of the audio).
It's much better suited as an easter egg.
Ok, so I reverse engineered a bit the PC-6001 tokenized BASIC format to clear up my doubts. I guess it's similar to the MSX one:
[0x00] [address of next line] [line number] [token]
The base code address (for a Mk II) is 0x8400, so finding the byte sequence [0x00] [number] [0x84] at the first line should be possible, and the next line should lead us to a [0x00] [larger number] [0x84 or 0x85]. Taking this information into account:
- A lot of the lines I've found have identical "address of next line" parameters between the original and the audio retrieved in MGS5. This means that, even if the token data is corrupted, it's very likely they were not modified in any way, as that would have changed the size of the instruction, and hence the start of next line.
- There is still heavy corruption issues in the audio files, both in the GZ and TPP case, as the addresses of next lines lead to bad memory positions. If the audio file is to be used to unlock something, the actual content of the data is likely not important.
So, to clarify, it's VERY UNLIKELY that following the route of mixing the data will result in anything, and what happened to me was pure accident. Feel free to do anything you like, but it is mostly a wild goose chase.
Quick question: has anybody compared the corrupted data to the MSX version of Metal Gear for similarities?
As a side note: I feel like if this is the game that inspired Kojima to make games, we might be in the process of recreating what might have been his first coding project - to figure out how Portopia works (or maybe figure out why his copy of the game is incomplete/corrupted) Alternatively it could just be a metaphor for what we're experiencing: two volumes of a game and the rest is missing with just bits of its code remaining to be picked through for any evidence to prove existence that the rest existed.
...Then there's the possibility that in Metal Gear Online exists an undiscovered third tape to complete or only complicate things...
I want off the wild ride, Kojima...
It's not over... Not yet.
https://www.reddit.com/r/NeverBeGameOver/comments/3n19q1/the...
https://www.reddit.com/r/NeverBeGameOver/comments/3n19q1/the...
The following bits of text were found:
"LET"
VOL3
"FOX"
I think we're missing a tape.