General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. NayTheGamer

    NayTheGamer rawr..... Member

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    yes, the colours, as I mentioned before the screenshots, it's probably SonPLN Thinking that *oh I see this colour is not in the palate, lets delete it* because SonPLN.
     
  2. NayTheGamer

    NayTheGamer rawr..... Member

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    Question:
    is there any sonic CD Song Rips that are CD Audio and not its past music because iv'e researched on it and i can't find any..
     
  3. Devon

    Devon Down you're going... down you're going... Member

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    I am not quite sure what you are asking? Are you asking for a rip of the past music? The past music is sequenced and played back with the Sega CD's PCM sound chip. I have SMPS2ASM rips of them in my disassembly.
     
    Last edited: Dec 27, 2022
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  4. NayTheGamer

    NayTheGamer rawr..... Member

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    What i mean is the Actual CD audio that is not the past and music, I need the other music like D.A. Garden music
    Also I can’t have them asm language because it takes too long to port over.
    Did not realise I was in the screenshot movie thread, whoops
     
  5. Devon

    Devon Down you're going... down you're going... Member

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    So, you're just wanting the raw CD audio rips from Sonic CD? You can just get it from a rip of the disc image. There's tools out there that can extract WAV files from tracks in a BIN/CUE.

    EDIT: Like this?
     
    Last edited: Dec 27, 2022
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  6. Klashicola

    Klashicola Newcomer Member

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    Screenshot (1114).png [​IMG]final version of the title screen (so far)
     
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  7. NayTheGamer

    NayTheGamer rawr..... Member

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    yes but they are wav files. I Need files that are easily convertible to sonic 1 using SMPSConverter. So then i can put them in my ROM hack.
    because Megamix had some of the CD Audio songs.
    Thanks anyway tho
    EDIT: Eh, I will do it myself
     
    Last edited: Dec 28, 2022
  8. Nik Pi

    Nik Pi Well-Known Member Member

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    5801dd95caeb56ba8d640aa375728e9b.gif

    No
    No
    No..
    ..you really think, that you can convert wav songs to smps format?
    Damn, give him a medal!

    You can't do it.
    Just can't.

    To make a smps song you need to take a MIDI, and convert it in MID2SMPS, or make in deflemask and convert in VGM2SMPS. For playing WAV songs in game you need to use MSU-1 patch, or experiment with MegaPCM.

    Btw, please, get at least basic knowledge about romhacking, and stop asking questions every 5 minutes.
    And I'm going to get the "Asshole of the Year" award, yeah
     
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  9. JGamer2151

    JGamer2151 Well-Known Member/Lurker Member

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    Alright, can we just take what happened earlier out of the way and move on into something else? I’m tired of all of this belated nonsense.

    Anyways, all of that aside…

    If you’re talking about the CDDA audio tracks in Sonic Megamix v5.0 and wanting to remake them in SMPS, you might have to look elsewhere as you might not have any experience in reproducing the CD tracks into SMPS versions. Sure, it is possible, but it can take a very long time to do as you need to have a very good ear to hear and transcribe the audio of the streamed CD tracks to the sequenced SMPS tracks.

    If you’re wanting to get the SMPS music files from the Sega Mega CD versions of Sonic Megamix (v4.0 and v5.0), good luck with that, because you have to do a trial-and-error process of finding them in the CD data, and even then, the drum samples are utilized using the Sega CD's PCM chip in a different sound driver, and the format used in Megamix v4.0 and v5.0 may not be compatible with SMPS Converter.

    You’ve got a lot to learn, buddy.
     
    Last edited: Dec 28, 2022
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  10. NayTheGamer

    NayTheGamer rawr..... Member

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    oh that makes more sense.
     
  11. Devon

    Devon Down you're going... down you're going... Member

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    There is a major difference between the 2 audio formats.

    File formats like WAV, MP3, OGG, etc. are all just audio samples. They contain the waveform of the audio, and that's it. SMPS, on the other hand, isn't. It contains a series of notes, durations, effects, and commands for synthesizers to process and playback. It's much more comparable to a MIDI file. WAV/MP3/OGG/etc. has no such information, and as such, you cannot just convert those to SMPS; you'd have to transpose the music into those series of notes and stuff.

    For the Genesis, it has 2 sound synthesizer chips. The YM2612 is the main one that uses FM synthesis. It also has the Master System PSG chip that can has 3 square wave channels and 1 noise channel. Their main feature is to play back a programmed instrument that plays whatever notes you tell them to play, like a keyboard. The Sega CD adds an 8 channel sound chip that can use short audio samples to play whatever notes you tell it to play, which is what is done for the past music in Sonic CD.

    The YM2612 has a feature where you can switch out the 6th channel to stream sample data directly to its digital to analog converter (DAC). The problem is that the operation to do that well is *expensive*. You have to manually time when to feed data (1 byte at a time), and larger samples can take up quite the amount of ROM space. Now, you'd use the Z80 to manage this, because on the 68000, you'd basically have no time to actually run a game and have decent enough playback quality at the same time. However, there are additional issues with this. Z80 only has 8 KiB of RAM to hold code and data in for it to reference. It CAN access 68000 memory, though. However, the 68000 needs to be able to respond to that, and if it's halted by something like a VDP DMA, then the Z80 is also halted until the 68000 is available again. This isn't great for manual sample playback and can really mess up the quality if you're constantly performing DMAs (which is generally very common, and they'd be done to update VDP memory during V-BLANK). There are ways around it, of course (see Dual PCM's method of streaming), but it's still a pain.

    If you're also updating FM and PSG on the Z80, ala SMPS Z80 or some other driver, then it's game over for audio quality, because the driver also has to spend CPU time doing those tasks, which takes away from time used for updating a sample stream. More often than not, the DAC channel is just used to play back short samples on command, like drums or voice samples, rather than big samples of music. It's not impossible to play large samples of music, it's just not ideal.

    All in all, I hope this clears some stuff up and gives you a better direction to head in when handling music. WAV/MP3/OGG/etc. just contain waveform data that's played through a speaker, whereas MIDI files and SMPS are more like playing a keyboard with a set of notes and other instructions.
     
    Last edited: Dec 28, 2022
  12. Psi

    Psi Well-Known Member Member

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    Oh as if I'd forget her. :p

    [​IMG]

    And of course the inevitable Pink Edition update that will hopefully get done for next year's contest.

    [​IMG]
     
  13. TheInvisibleSun

    TheInvisibleSun Visible Member

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    You don't have to answer questions if you don't want to. No need to make asking questions prohibitive--you could at least mention the Basic Question and Answer Thread as an appropriate place to ask such questions.
     
  14. NayTheGamer

    NayTheGamer rawr..... Member

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    here's an art test for sonic 1, this is just me experimenting with art to get a good result, yes I haven't been working on sonic unlimited refreshed since 25th December
     
    Last edited: Jan 3, 2023
  15. JGamer2151

    JGamer2151 Well-Known Member/Lurker Member

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    The GHZ art is decent (even if it looks very simplistic here), I would say it looks better than the one you had in STH Unlimited Refreshed, where several things constantly clash and don’t mix with each other.

    Also, talking about STH Unlimited Refreshed, the new title screen is pretty decent, just fix some color palette issues in the art and remove the "TM" graphic from the title screen art (I’ve had this "TM" graphic bug in a couple of my (unpublished) ROM hacks that I have done before, and I fixed it by moving the VRAM address of the TM art to another location where it won’t interfere with the title screen art or similar.), if you have the time to do so.
     
    Last edited: Jan 3, 2023
  16. NayTheGamer

    NayTheGamer rawr..... Member

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    True, I did see that it doesn’t mix together, this is why I make test versions of a skill so I can practice my skills at something like art for example
    i might wan't to start over for unlimited, i feel like the name is now getting a little bit silly now. what do you guys think.
     
    Last edited: Jan 3, 2023
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  17. Giovanni

    Giovanni It's Joe-vanni, not Geo-vanni. Member

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    You ever just have a giant lightbulb come up on your head in the middle of stuff?



    In case you did not notice the title of the video, what I am showing here is a fully computer generated palette transition from one color palette to another, in the middle of fully unobstructed gameplay. The only predetermined palettes are the starting palette and the ending palette: nothing in between is predetermined.

    So, I'm working with a team on this hack I won't mention. One of the features this hack will have will be palette transitions within the level, which I'm personally programming. Up until I started making this, all I had figured out was making one palette snap to another mid level. It was good, but we wanted to smoothen the transitions in question. Surely, we could've taken the S3K approach, which is to use a multitude of palettes and manually timing the shift. It's inconvenient, but it works.

    Or, one could make a subroutine capable of fading palette to palette, something that, until literally yesterday night, I had no idea where to begin making.

    Yesterday night, I looked at how fade-in and out subroutines work, and the idea of how to make the subroutine in question legitimately flashed right into my mind. I started writing down things, and steps I needed, wrote code in the middle of the night, and, to my sheer surprise, I managed to get it working beautifully.

    I ended up expanding upon my subroutine, adding more and more features over time. I gave it proper palette cycling support, made it work on customizable timers, fixed a number of bugs and quirks. Which lead to what you can see on video. And, since I'm rather proud of how it turned out, I decided to showcase this.

    Using a dynamic level event, I am able to specify which of these three palettes I want to edit through flags: one for the above water palette, one for the below water one, and one for the palette cycling data. The dynamic level event is to specify other key information of the replacement, explained below.

    For the above and below water palette, the process is relatively simple. The subroutine grabs as input a target palette stored in ROM, the point where you want the palette replacement to begin from, and how many palette entries you want the game to replace. On every frame the subroutine is called, the current palette is slightly faded, so that it can get closer and closer to the target palette. Ideally, you also want to specify which palette entries are to be ignored altogether, which is recommended that you do so, otherwise there may be conflicts with palette cycling.

    As for the palette cycle, the cycling data is to be relocated and read from a buffer in RAM. Otherwise, the replacement procedure is the same for the above and below water palettes. Ideally, you want to execute one step of the level's palette cycle routine whenever the palette cycle is updated.

    If your transitions never replace your palette cycle, you can actually just keep reading its data from ROM.

    My subroutine is able to selectively run specific pieces of the palette replacement segments, based on whether they are needed or not. The way it detects that the target palette was reached is through a data register, used as a flag. If there are differences in the two palette arrays, the flag is set. Else, it isn't, and the palette area is marked as no longer in need of change.

    Of course, there's a timer that allows the user of the subroutine to determine how fast is the transition to be. In this demonstration, the transition is executed once every 8 frames, but this number can be freely changed.
     
    Last edited: Jan 7, 2023
  18. Cinossu

    Cinossu A blend of secret herbs and spices Member

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    Nice! I remember doing this for S1EE waaay back in the day, except I put mine when you got to the end of level transition. It works surprisingly nicely when you get the timing smooth.

    One thing I ended up experimenting with even further was to make it so that, using calculations regarding level size and position within the level itself, the transition would occur as you play through the level itself, rather than being instantaneous. If you backed up through the level it wouldn't transition back, just keep the current position within the transition cycle. Just like yours, though, it was all generated dynamically, just a start and end palette to work with and some used RAM space for working purposes. I'll have to see if I can find an old build with this in to show.
     
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  19. Hitaxas

    Hitaxas Retro 80's themed Paladins Twich streamer Member

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    Been a bit since I have shown anything here. For those that are in the Discord, this may be nothing new.

    Here are a few videos showcasing some aspects of my hack. Some are a bit outdated, some are newer. Since there are multiple videos, I put them in spoiler tags to take up less space.

    These are not in the current build, as the sound driver they use hasn't been implemented into the engine we have switched to.

    These are videos of a more recent build, just short videos of the different abilities that these characters will have in the final demo/game.
     
  20. Scrap Sorra

    Scrap Sorra Well-Known Member Member

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    took me way too long to realize shrinking sonic is less effort than making everything else bigger
    [​IMG]
    why yes I've barely touched sonitroid until a few days ago