Search found 41 matches

by tcaudilllg
Sun Sep 25, 2016 6:54 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

Step 1 for you should be to demonstrate that it exists. Find a recording. Find a SNES and make a recording. Even just finding a second person who remembers the same thing would be a start. I agree. I'm pretty sure he 's the troll and that everything's been made up by him. What however could have be...
by tcaudilllg
Sat Sep 24, 2016 6:54 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

I used Snessor95 to rip the sounds from the SNES ROM. There is indeed a snare sample in ROM, which is probably what I remember as the clap. It's very close to the clap sample in FFV SNES, which I was also able to extract. Update: went over the SNESMusic.org SPC of "The Decisive Battle". Co...
by tcaudilllg
Sat Sep 24, 2016 4:35 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

Nah, would like to have playback of the clap as it was on the SNES. Please cease your trolling. I'm making a reasonable request. I'm not trolling. I suggested that because I honestly think it's the only way for you to hear the sound as you remember. I've made alternate versions of video game music ...
by tcaudilllg
Sat Sep 24, 2016 2:57 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

The only thing I hear to sound like a vibraslap is at 0:11 and 0:16 on this video. I got the name of the instrument wrong. It's a clap, not a vibraslap. The videos are unreliable because they are made with emulation. If they were actual CD rips, then the clap would be heard at 0:17 and 0:19. It's e...
by tcaudilllg
Sat Sep 24, 2016 2:37 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

Nah, would like to have playback of the clap as it was on the SNES. Please cease your trolling. I'm making a reasonable request.
by tcaudilllg
Sat Sep 24, 2016 1:27 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

It's the regular boss theme, and there's a clapping sound. Two of them, accompanying the hard drum sound. I know it's there because it was the most distinctive part of the song. I distinctly remember hearing them on real SNES playing on CRT TV in the 1990s. I never owned the game, but I did borrow i...
by tcaudilllg
Fri Sep 23, 2016 10:31 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Re: Final Fantasy VI SPC playback missing an instrument

I'm surprised none of you remember the slap. That video was likely not taken on an SNES given that the slap isn't heard, although I think the slap was programmed to swap out for SFX (you only hear it when nothing at all is going on). Moreover, I think "The Decisive Battle" is the only song...
by tcaudilllg
Fri Sep 23, 2016 2:48 pm
Forum: SNESdev
Topic: Final Fantasy VI SPC playback missing an instrument
Replies: 33
Views: 11042

Final Fantasy VI SPC playback missing an instrument

"The Decisive Battle" is missing its vibraslapclap (which sounds like a hand clap). Tested on both SNESAmp (SNESAPU) and foobar 2000 GEP. The vibraslap doesn't play ingame on ZNES or Higan, either.
by tcaudilllg
Fri May 08, 2015 6:17 am
Forum: GBDev
Topic: Replacement Graphics in Shonumi's Game Boy Enhanced
Replies: 38
Views: 17938

Re: Replacement Graphics in Shonumi's Game Boy Enhanced

I went back to the 1.0 version (the binary on Google Code). I dumped the frame tiles at the hero select screen. I opened one of the tiles in MS Paint and colored its interior purple. I saved the file. I copied all the files in the Dump folder to the Load folder. I started with load mode, and now all...
by tcaudilllg
Fri May 08, 2015 5:48 am
Forum: GBDev
Topic: Replacement Graphics in Shonumi's Game Boy Enhanced
Replies: 38
Views: 17938

Re: Replacement Graphics in Shonumi's Game Boy Enhanced

I've edited dumped tiles, put them in the load/bg folder, and started up the !load.bat file (after specifying the name of the ROM) but they don't seem to be loading. After the edits didn't show up in-game, I edited the manifest like GGuy said. Still don't show.
by tcaudilllg
Fri May 08, 2015 3:34 am
Forum: GBDev
Topic: Replacement Graphics in Shonumi's Game Boy Enhanced
Replies: 38
Views: 17938

Re: Replacement Graphics in Shonumi's Game Boy Enhanced

I was using 1.0. I was thinking that you'd run into a problem with the hashes. If you fixed that, then I guess there's no issue. Simply, if you trace from ROM, you don't need hashes. Anyway I'm glad to see this completed. I think it'll be influential. Edit: nope. The tiles have not dumped with the u...
by tcaudilllg
Thu May 07, 2015 2:56 pm
Forum: GBDev
Topic: Replacement Graphics in Shonumi's Game Boy Enhanced
Replies: 38
Views: 17938

Re: Replacement Graphics in Shonumi's Game Boy Enhanced

I had this awesome idea for a colorization of SaGa using the Genesis palette. I tried to dump the tiles with GBE but they wouldn't... only the sprites would. The tile dumps output blank images. While I'm not the author of your emulator, I know enough about this stuff to make my own emulator. I won't...
by tcaudilllg
Sun Jan 22, 2012 11:13 am
Forum: General Stuff
Topic: "Computers are better than consoles for gaming" me
Replies: 41
Views: 9527

I believe it started with PC Gamer, "the #1 video games magazine", which always has been run by a bunch of jerks. They preached console inferiority like a doctrine: infallible and so self-evident that no evidence was necessary. They see themselves as in competition with the consoles, and a...
by tcaudilllg
Sun Jan 22, 2012 10:22 am
Forum: General Stuff
Topic: New feature ideas for emulators
Replies: 13
Views: 4120

I think that the text could be decoded by firstly knowing where on the screen the text appears. You'd scan this tile again and again for signs of kanji or kana. It would be fairly CPU intensive, having to be done once a frame. When you identified a kanji or kana, then you'd be in text comparison mod...
by tcaudilllg
Sat Dec 03, 2011 2:28 am
Forum: General Stuff
Topic: New feature ideas for emulators
Replies: 13
Views: 4120

New feature ideas for emulators

Trade game items online using save games. You could program an emulator to modify its memory in specific manners in-game to reflect items obtained from other users. This would make non-multiplayer games multiplayer, in a way. Player auto-translation. Offer a translation of all the lines in the game,...