If we're going to do wild guesses, maybe it's a GameMaster savestate.
Japanese coders don't know Basicode, it's a Dutch invention
So I saw somebody suggest that the audio is higher pitched than it should be. Would pitching it down / slowing it down yield a different result?
In other news, it looks like Konami might be adding more audio tapes to the game via updates. Perhaps the audio just cuts off halfway through, and we have to find the other half?
I decoded it using the right frequency. I think they concatenated different chunks of data. That's why there is no pause after the first header. Also, there is no end file token.
Here: http://youtu.be/fa2crz9XWAM
I hope this helps.
I wasn't about to read through 6 pages of comments, so please excuse, and ignore this if it's already been brought up.
There is a trailer that was released that had a Morse code message in it. The decoded message reads-
"GENERATING IMAGE HOLD SCENARIO LOADING HOLD ACTIVATE PHANTOM PAIN DOT MEME HOLD ERROR ERROR ERROR ERROR"
I don't have any experience with with the MSX so this may not be relevant at all but it does sound like a program command, right?
Nope,it's bollocks in MSX universe.
I know I'm bumping something super old here, but this tape is really bothering me and you guys seem to have the best handle on it. I was wondering if anyone had tried running the audio data through a computer circa 1975 when the game takes place like an IMSAI 8080. https://en.m.wikipedia.org/wiki/IMSAI_8080
If anyone is meticulous enough to do something so accurately, it would be Kojima.
This forum is about MSX, which started in 1983