Probably because the game uses a very bizarre bankswitching method, for playing the tracks.
That is one of the reasons why it only works in a few emulators.
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Posted 21 June 2017 - 05:29 AM
Posted 21 June 2017 - 06:42 AM
Oh well in that case... ask somebody who knows Bible Buffet inside and outside.
I labeled the NSF as Incomplete since as far as I know it has PCM samples as well.
The Battletoads NSFs code is IRQ timed.
The speed has some issues here and there, so that's the reason why it is not released to the public.
It even has the infamous Pause beat as well.
Battletoads is officially ripped with non-returning init, and IRQ timed samples.
Works in NotSoFatso, NSFPlay and in a handful of other emulators.
Edited by MrNorbert1994, 22 June 2017 - 01:33 PM.
Posted 22 July 2017 - 01:28 AM
Speaking of Imagineering's driver... I was quite amazed, what little tricks they did with things like RAM initalized triangle vibrato (Swamp Thing) and square ostinato (Heavy Shreddin').
Anybody can confirm which of their games also had things like these?
Posted 30 July 2017 - 08:43 AM
I would like some of you guys to confirm me a few things:
Does the following games has ANY sort of jingles / sfx / blips / shitz etc.:
Lemmings (The SFX init exist, however it does not initalize anything)
Ultima Warriors Of Destiny
If not then I would mark them as "COMPLETE RIP" since my rule is so simple: no nsf is complete without their respective sound effects, pcm effects.
Posted 30 July 2017 - 03:54 PM
Anybody who knows those games that I mentioned earlier?
Then again, I kinda found it weird that some video games doesn't have sfx at all...
OK, so Lemmings indeed has SFXs, but they didn't know how to program to mute music playback, so instead:
you have to choose to either have music or sound effects....
Posted 30 July 2017 - 05:50 PM
juef, is there any way you can like, algorithmically/simply figure out what nsfs are newly-ripped since we concluded the top soundtracks project those years back?
Yes and no: game titles may very well be different (e.g. English title vs Japanese title, different punctuation/spelling, etc), so there would probably be some manual work required for that.
Plus, I don't think I have a list of all the NSFs that were made available for the nomination phase. The best I have at this point is the list of games for which there was at least one nominated track, which could be generated easily from all the nominated tracks.
Posted 07 August 2017 - 09:10 AM
Just fuckin' wow...
Super Maruo's driver outputs to Now Production... the same guys who ported the Adventure Island series, and a handful of other FC ports, demakes.
Guess they were NAUGHTY to get into the video game business! : P
Posted 17 August 2017 - 04:10 PM
I'm currently reripping craply done multi-banked NSFs.
*Bankswitch bytes cannot be anything higher than 07 (00 00 00 00 00 00 00 00 / 00 01 02 03 04 05 06 07).*
This can be a source of problems in a lot of NSFs where they store music in separate sound cores.
If you looks my YSIII rerip, it initalizes 3 soundcores: 1 for most of the tracks, 1 for the other stack of the tracks and 1 bank for the ending song alone.
Thankfully all banks use the same init addresses and play addresses.
Posted 17 August 2017 - 04:21 PM
thank you guys so much for those recent rerips, was glad to see you workin with ys3 and hayama reiko no date de blackjack... they were sayin in #nesdev that either mother or earthbound or one of those is missing the last track? if you wanna take a look into that it'd be cool..they were saying the rip was missing one final ending track, might have to go in that irc and ask, it scrolled outta my backscroll. we were talking about it i guess 2 nights ago.
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