kungfufurby.bsky.social
SNES Musician
357 posts
226 followers
113 following
Regular Contributor
Active Commenter
comment in response to
post
Yes, the jump SFX isn't the same thing: that was replaced over the years. It actually pre-dates the original Dangerous Dungeons (yes, it's in that game too): it's a stock Stencyl SFX originally made for a game I believe called Super Noni's Adventure.
comment in response to
post
For those of you curious about my context with Super Dangerous Dungeons also using the same general song as a trailer theme... check out the original release trailer! www.youtube.com/watch?v=sq1O...
comment in response to
post
There are no more original Dangerous Dungeons-related callbacks in the soundtrack: the Title Screen, opening, out of health and the trailer themes are the only ones that did have a call-back.
comment in response to
post
This is the song in question. In all three cases its usage is actually the same... no, not the trailer, that's only the later two. And the original used this song for discovering the treasure room as well. #snesmusic #indiedev
comment in response to
post
However, you haven't heard it until now because it was used towards the end of the song.
comment in response to
post
I'll avoid spoilers for my music commentary for the time being since it just came out today... but this trailer theme has a musical call-back that was used in both Super Dangerous Dungeons and the original Dangerous Dungeons.
comment in response to
post
I actually did some lookups on even more obscure ones... like Advanced Productions and Left Field Entertainment. And Triffix.
comment in response to
post
The answer is that when it's being streamed, it's using a series of M4S files... so at least behind the scenes it's got that going on. Checked via the network feed.
comment in response to
post
My idea is that part of facilitating a migration is to actually help the community that has moved keep in touch with certain info that is still exclusive to X marks the spot... and is actually info they want.
comment in response to
post
Bluesky is now my main platform for the most part. My X marks the spot feed was private since day 1, and I'm keeping it that way.
comment in response to
post
To me, certain users made a clean break, whereas others didn't. I chose the phase out approach. Additionally, in both of these cases I avoid the discover features, and instead do manual searches.
comment in response to
post
I'm going the other way: for those that haven't yet migrated (and also for those that actually make SNES games over there), I sometimes bring out my own SNESDev newsflashes via my profile.
comment in response to
post
My own lookups tell me the game initially came out in 2016, and was updated towards 2017-2018. The SNES CD-Rom Playstation prototype was discovered back in 2015, and that's where this game comes into play.
comment in response to
post
Re:Beggar Snake is now out. x.com/wanisan223/s... wanisan.itch.io/rebegger-snake
comment in response to
post
Yes, I'm bringing out SNESDev news from time to time from X marks the spot. Why? Well, when users migrate, sometimes it's nice for someone to bring newsflashes from users that otherwise haven't migrated themselves. Keeps the community in contact to some degree.
comment in response to
post
I have traced the sound driver that Wani-san has used, KAMISND, from the very earliest version used in APERTIF. The latest known version is Ver0.05, used in Bio Worm. Vs. Tank Field has no sound, but the new game is intended to have sound. I'm curious about it...
comment in response to
post
Yes, they did release a game in 2023 called Vs. Tank Field: wanisan.itch.io/vs-tank-field
comment in response to
post
This post from when the demo originally came out will give you some of my commentary on this song... and I also have a video of the full original song this inherited from in a reply... because the original was only seven seconds in the first place.
bsky.app/profile/kung...
comment in response to
post
Still makes some issues trickier to replicate because of platform-specific differences...
comment in response to
post
I'm letting the CI that Atari 2.0 set up (as well as updating and repairing potential Visual Studio problems) do the work of compiling the Windows binaries through Appveyor, so that I don't have to worry so much about that.
comment in response to
post
Well, I had initially done that just to get the program to compile on my end. And I'm not maintaining the GUI component at the moment because of a platform incompatibility.
comment in response to
post
For the records' sake... there is a credit in the Falling Leaves Intro to Blaster/SPB. SPB presumably refers to Spoon Brothers, as indicated in the ROM...
comment in response to
post
There was a fork out there that had attempted to update some of the C++ code as well. I ended up using some of that code to replace a component that was relying on some outdated calls... that, and I wasn't using Visual Studio or whatever predecessor it was due to a platform incompatibility.
comment in response to
post
For me, specifically, when I revived the AddmusicK project, it had been kind of updated over the years, but nothing too major. When I came to the helm starting in 2020... I found out it was using a binary of an asar version that was no longer extant. And a beta one, at that. So I updated it.
comment in response to
post
And yes, N-Warp Daisakusen is the first one versioning-wise with sound effect support. The 1990s-era builds only had a music player working.
comment in response to
post
On the other hand, N-Warp Daisakusen's SPC-side source code tells me of variables that ultimately got cut. And it's also of a later version than both released versions of N-Warp Daisakusen, but earlier than any other game that used this sound driver.
comment in response to
post
I'm not counting AddmusicK either. Those had to be decompiled from non-extant source and/or hijacked like a ROM hack, just like what the sceners did.