GameBoy Camera DJ Data Save RAM format v1.1 by Iain M Barker (iainbarker@bigfoot.com) ===================================================================================== 105f: 09 00 VOICE ONE 1061: tone data bits 7-8: nothing bits 5-6: 00/01/10 = duty 1/2/3 bits 1-4: gate 0-9 1062: bit 8: on=d off=u bits 5-7: time 0 to 7 low 1-4: gain $0 to $f 1063: bit 8: modulation: wave off = sine/random on = square bits 1-7: depth $0-$63 1064: bit 8: modulation: wave off = sine/square on = random bits 1-7: frequency $0-$63 1065: voice one notes 00 = off : 01 = c3 : 02 = c#3 etc : 25 = c5 1075: bit pattern indicates l/c/r for voice 1 2 bits per note 00 = left : 01 = centre : 10 = right VOICE TWO 1079: user defined waveform 1089: tone data bits 7-8: nothing bits 5-6: 00/01/10 = wave 1/2/user bits 1-4: gate 0-9 108a: bit 8: modulation: wave off = sine/random on = square bits 1-7: depth $0-$63 108b: bit 8: modulation: wave off = sine/square on = random bits 1-7: frequency $0-$63 108c: voice two notes as voice one 109c: voice two stereo data as voice one 10a0: voice one/two loop lengths high nibble v1, low nibble v2 length stored $1-$f, displayed 2d-16d NOISE 10a1: tone data bit 8: on=d off=u bits 5-7: time 0 to 7 low 1-4: gain $0 to $f 10a2: bits 5-8: gate 0-9 bits 1-4: loop length 10a3: noise notes as voice one 10b3: noise stereo data as voice one 10b7: bit pattern indicates noise 1 or 2 10b9: tempo 10ba: 00 = no music saved, 01 = music saved 10bb: 00... 10d0: 40 00 4d 61 67 69 63 ..Magic 10d7: checksum - anyone got any ideas? 10d9: fe... 1108: 00... 1138: mirror of 105f to 10d8 - GB doesn't seem to care if this is different 11b2: ff... 11d0: 4d 61 67 69 63 11 15 Magic.. 11d7: ff... 11f5: 4d 61 67 69 63 11 15 Magic.. 11fc: Game Face