KingMike
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« Reply #390 on: April 04, 2011, 09:20:22 pm » |
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So which stage of the game do the Ford and Dodge armies appear? :laugh:
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Gemini
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« Reply #391 on: April 05, 2011, 08:12:50 am » |
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You entirely sure Leo?  Frame-per-frame analysis begs to differ. 
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RedComet
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« Reply #392 on: April 05, 2011, 08:58:54 am » |
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*shamed* 
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Gemini
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« Reply #393 on: April 15, 2011, 06:52:09 pm » |
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http://www.youtube.com/watch?v=zkV1KOnpmFcThis is a (very) work-in-progress music tracker which runs on the PlayStation and uses Nintendo's SSEQ+SBNK+SWAR formats as input data. The music playing there is "Battle 1" from Final Fantasy IV, but pretty much all the soundtrack (including FFIII) is supported. I still need to fix several major bugs, like adjusting frequency, avoiding tempo desync and several other broken features (like panning or expressions). I will be using this to replace the horrid SPU streaming routine used to play music in FFIV PSX. Edit: http://www.youtube.com/watch?v=vTkP-pgJpEwNow instruments play at the correct frequency.
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« Last Edit: April 18, 2011, 08:18:09 am by Gemini »
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Numonohi_Boi
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« Reply #395 on: May 31, 2011, 01:08:03 am » |
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, but pretty much all the soundtrack (including FFIII)
as in the famicom game with onion knights? I didn't know their sound technology was compatible that far back.
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Azkadellia
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« Reply #396 on: May 31, 2011, 03:23:19 am » |
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No. the DS version.
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tatanga
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« Reply #397 on: June 02, 2011, 07:29:27 pm » |
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Mega Man: Dr. Wily's Revenge Challenge Mode(Featuring crazy music to make the hack seem intense and amazing!) Hey everyone, this is a quick little hack I made a couple months ago when I was messing around with xdaniel's Wily's Toolbox utility. I'm not submitting it yet because it's not a complete revamp (most areas are still easily recognizable). I have completed it several times, but it may be too challenging for the general audience. This was more of a learning hack for me to start getting used to Mega Man: Dr. Wily's Revenge. In the future I hope to create an actual hack that completely changes the game into something else (For example, creating some new enemies/objects by changing flags, etc.). Here's a link to the UPS.Feel free to shoot a message my way if you have any problems or issues with it. Also, many thanks to xdaniel for creating such an awesome tool!
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Seeeeph
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« Reply #398 on: June 05, 2011, 12:09:30 am » |
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Improved my sky temple a bit. Still need to work on those clouds to make them more detailed, but so far so good, no major problems encountered... everything is working as planned. http://www.youtube.com/watch?v=2hWsdqybF1M
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Zeemis
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« Reply #400 on: June 10, 2011, 11:45:01 am » |
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Improved my sky temple a bit. Still need to work on those clouds to make them more detailed, but so far so good, no major problems encountered... everything is working as planned. http://www.youtube.com/watch?v=2hWsdqybF1MI have two suggestions. 1. The clouds look good, but need some more detail or props on them. More tiles pl0x. 2. The blue sky in the background is really plain and needs more action.
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Kagemusha
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« Reply #401 on: June 18, 2011, 01:29:53 pm » |
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http://www.youtube.com/watch?v=WJbbwoIz0BQI've been meaning to do a video for JESUS. Obviously still lots of stuff needs to be done, but we're getting there.
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Zeemis
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« Reply #402 on: July 03, 2011, 03:12:01 pm » |
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Nightcrawler
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« Reply #403 on: July 04, 2011, 12:34:57 pm » |
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You're on the right track. You should be able to remove the Mode 7 effects by altering what's written to the Mode 7 matrix registers.
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Gi Nattak
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« Reply #404 on: July 04, 2011, 05:09:03 pm » |
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