All Posts (HorvatM)




#1
Re: Unused and development content in VB games.
Posted on: 5/23 23:54
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
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I've now discovered unused sound effects in Insmouse, so I'll post this link here for anyone who might find this topic through a search:

http://www.planetvb.com/modules/newbb ... t_id=24572#forumpost24572
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#2
Re: InsmEdit, an Insmouse No Yakata editor
Posted on: 5/23 23:36
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
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Quote:

thunderstruck wrote:

It is not like there is a better alternative.


Well, I could hack the ROM to make it play those sounds somewhere, flash it, and record from hardware, but why would I?

Quote:

Also: nice find. Do you think you can reactivate them in the game?


Sure, but they were probably left unused for a reason. :P Where would you use them?

Maybe when I figure out how the format works you can add support for it to your MIDI converter? This way, we could use them for anything we'd want.
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#3
Re: InsmEdit, an Insmouse No Yakata editor
Posted on: 5/23 23:15
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
After playing the game for a year, I finally managed to get ending A yesterday. I played it in Mednafen, but without cheats or save states, so it was totally fair.

Anyway, I did some more reverse engineering and found three sound effects which I didn't see referenced in the code anywhere and I don't remember hearing them in the game, so it's safe to assume they are unused. There is also one unused music track (06FE), which has been accessible in InsmEdit since version 1.1. Back when I first heard it, I thought it was reserved for ending A, but it turns out that ending A uses track 0AFE.

I've attached recordings of these sounds made in Mednafen. (Guy Perfect is going to jump in any minute now saying that Mednafen's noise channel emulation is not perfect. I don't care, so shut up.)

Attach file:


wav 06FE.wav Size: 769.79 KB; Hits: 9
wav 31FC.wav Size: 81.26 KB; Hits: 6
wav 35FC.wav Size: 113.50 KB; Hits: 7
wav 36FC.wav Size: 70.83 KB; Hits: 6
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#4
Re: InsmEdit, an Insmouse No Yakata editor
Posted on: 5/19 3:07
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
Months after discovering how to edit monsters, I have finally finished and released version 1.2, which can edit monsters. Changes since version 1.1:

* There is finally a level monster editor.

* Music track descriptions have been updated.

* If you remove resources from a file and then save it (not "Save As"), the file will now become smaller.

* In the previous version, the patch description window and About box disabled the currently open editor and did not reenable it when closed. This has been corrected.

* In the previous version, if InsmEdit asked you whether you wanted to save changes to a patch and you chose "Cancel", the main program window closed and any other open windows remained open. This has been fixed and now works as expected.

* If you remove a resource, InsmEdit will now ask you whether you want to save the patch on exit.

* Improved keyboard support.

Attach file:


zip InsmEdit.zip Size: 788.32 KB; Hits: 11
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#5
Re: 8-bit WAV player demo
Posted on: 5/12 20:37
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
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Zipped version.

Attach file:


zip vbpcm.zip Size: 1,042.36 KB; Hits: 9
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#6
Re: Does Your Virtual Boy Have "PLAYLINK" or "EXT."?
Posted on: 5/11 19:50
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
VN10397006[4] - EXT

Maybe KR155E could merge these into the Virtual Boy Serial Number Inventory?
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#7
Re: 8-bit WAV player demo
Posted on: 5/5 18:03
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
When I was doing the conversion, I thought: if only C had an incbin directive…

It didn't occur to me that I could use the assembler to do it.
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#8
Re: 8-bit WAV player demo
Posted on: 5/5 14:51
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
I do use the timer interrupt. Maybe the interrupt handler is coded incorrectly, since the way libgccvb handles it is IMO quite confusing. I should do it in assembly, that would give me more speed too.

I "converted" the WAV the cheapest way there is: I made a program that converted all of it except the 54-byte header into a giant C header file with a byte array.
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#9
8-bit WAV player demo
Posted on: 5/4 22:24
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
Here's a demo of an 8-bit WAV player that I started developing immediately after reading this thread

http://www.planetvb.com/modules/newbb ... php?topic_id=5139&forum=2

but did not want to release it because while it works perfectly on Mednafen, it plays too slowly on hardware and I'm not sure whether it's a bug in it or my code. But it would be a shame not to release at least a proof of concept if I've already spent some time on it. I've shown it to Morintari and he liked it, so why not?

The demo is mono and the WAV is sampled at 8000 Hz, and nothing is happening while it plays, but it should be able to support playing pretty much any kind of sound in the background while other things are happening.

Attach file:


vb vbpcm.vb Size: 2,048.00 KB; Hits: 25
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#10
Re: Happy Three Kings day..oh and btw..Faceball: Remastered
Posted on: 5/2 16:43
VUE(xpert)
Joined 2008/12/28
Slovenia
448 Posts
Highscore Top ScoreCoderContributorTop10 Poster10+ Game RatingsLong Time User (4 Years) App CoderPVBCC 2010 Entry
OK, I've finally improved my controls hack so that the control scheme option screen is accessed from the title screen rather than during gameplay. It replaces the Arena option, but the title screen still says "Arena" because I don't know how to change it (I hope thunderstruck does).

The patch is only compatible with the original BPS ROM. Apparently thunderstruck will have to help me make it compatible with his, because it freezes the game there.

It has not been tested on hardware.

If anyone wants another control scheme, tell me and I'll add it.

Attach file:


ips MatejsControls.ips Size: 0.61 KB; Hits: 10
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