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Sonic 4.

#196 User is offline Aerosol 

Posted 25 October 2010 - 09:10 PM

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QUOTE (Glaber @ Oct 24 2010, 06:46 PM)
But doesn't the format stay static with the game it's with? EX: game x has an older version and can still be ripped from while game Y has the latest version and needs a new ripper.


What he's saying is that, at the time the tools were released, the version of BRSAR it was compatible with was an older version of the one used in Sonic 4

#197 User is offline Glaber 

Posted 25 October 2010 - 11:42 PM

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Ah, so we don't have a version of the tools compatable with the current version of the file type yet. Now I get it.

#198 User is offline evilhamwizard 

Posted 27 October 2010 - 02:17 AM

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I created a soundfont using the .RWAVs from the BRSAR file in the Wii version. You can grab it here.

Please note the following before complaining:

- There's lots of room for improvement here. I did this in 4 hours with Viena, and it was all I could do without going insane.
- Lots of things are mislabeled or aren't labeled at all (Fart, etc...), so if you choose to care, please correct my mistakes.
- I tried to make the presets for the drums similar to the Ultimate Genesis Sound Font. Depending on the MIDI file, you might need to tinker around a bit to get the sound you want.
- Speaking of drums, I created two different presets for the drums. One has Sonic 1/2 DAC samples (with the Sonic 4 hat sound), and the other has "GM" Drums. The GM Drums are a little incomplete, but they should be usable. There were some other snares/kicks that don't sound like they come from the same bank, so these samples I left for you to toy around with.
- For some reason, FP Studio doesn't see the presets anywhere for this soundfont. I think I made a booboo somewhere, please correct this mistake so it works. I tested in LMMS, and that will find the presets fine. (EDIT: I THINK I GOT IT NEVERMIND)
- There were a lot of instances where most of the samples were just higher noted versions of the previous sample, but I included these as well just in case. You might be able to do something with these, but whatever

tl;dr - please fix any mistake you find, or add any improvements that you feel is okay. I'm not familiar with creating soundfonts at all, so this was my first go at trying to make one. If there are mistakes, obvious errors, etc - please fix them yourself.

Enjoy...

(PS: I still need those 4 speed up mixes of those songs for the Wii version so I can also release the Wii version of the soundtrack - plz give savestates to speedshoes in those acts that I mentioned earlier thhx)
This post has been edited by evilhamwizard: 27 October 2010 - 02:36 AM

#199 User is offline Aerosol 

Posted 27 October 2010 - 08:25 PM

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Apparently, walls and ceilings are automated. If this is true, would this render the likelihood of a full physics fix impossible?

#200 User is offline Cinossu 

Posted 27 October 2010 - 08:51 PM

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QUOTE (AerosolSP @ Oct 28 2010, 02:25 AM)
*image*
Apparently, walls and ceilings are automated. If this is true, would this render the likelihood of a full physics fix impossible?

They aren't automated, just incredibly sticky.

#201 User is offline Aerosol 

Posted 28 October 2010 - 03:26 AM

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Even so, isn't that some form of scripting on the game's part? "Oh look he's on the ceiling. Time to make him sticky!".

#202 User is offline DigitalDuck 

Posted 28 October 2010 - 04:16 AM

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QUOTE (AerosolSP @ Oct 28 2010, 09:26 AM)
Even so, isn't that some form of scripting on the game's part? "Oh look he's on the ceiling. Time to make him sticky!".


Easily editable. Just remove the part that says "IF on_ceiling THEN make_sticky()".

#203 User is offline Aerosol 

Posted 28 October 2010 - 04:19 AM

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Something tells me it's not that simple. You might have to replace the removed code with something else.

#204 User is offline DigitalDuck 

Posted 28 October 2010 - 04:23 AM

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QUOTE (AerosolSP @ Oct 28 2010, 10:19 AM)
Something tells me it's not that simple. You might have to replace the removed code with something else.


It's easy enough to make code to the effect of "IF 1+2=4 THEN do nothing" to fill the space. And besides, if you're replacing the physics engine, you could skip the current physics routine entirely.

#205 User is offline Dude 

Posted 28 October 2010 - 10:32 AM

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I honestly think it is a result of the incredibly high surface friction in sonic 4.

#206 User is offline roxahris 

Posted 30 October 2010 - 11:15 AM

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QUOTE (DigitalDuck @ Oct 28 2010, 07:53 PM)
It's easy enough to make code to the effect of "IF 1+2=4 THEN do nothing"
It's easy enough to waffle on with useless pseudocode that generally ends up having little relation to what's in the game itself.
Hey, here's an idea! Let's make the game not suck! You can, like, do it by, like, changing the "If Player = SonicFan Then BreakPhysics()" thingy in the code to, like, do nothing! It's easy, right?

#207 User is offline evilhamwizard 

Posted 30 October 2010 - 01:07 PM

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Another thing I think might be possible for those who desire higher quality graphics - can we possibly take the higher res from the 360 version's AMB files, convert them to .png, and then use Dolphin's hires texture feature to replace the textures with the ones from the 360 version. This should make the graphics a bit better looking when using a PC, not sure if it'll slow down the game to a crawl. But I think if you got the game to run at a constant 60fps on Dolphin already it should be able to take them.

tl;dr hires graphic replacement project using the graphics from the x360 version.

#208 User is offline Lobotomy 

Posted 30 October 2010 - 05:07 PM

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I have a request, Polygon Jim. Can you edit a level of your choice to contain a rounded off square made of those vertical walls going into horizontal floors. You know, the ones everyone hates?

I want to see if Sonic will run around it and not fall off

#209 User is offline Dude 

Posted 30 October 2010 - 08:23 PM

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QUOTE (DigitalDuck @ Oct 28 2010, 05:16 AM)
QUOTE (AerosolSP @ Oct 28 2010, 09:26 AM)
Even so, isn't that some form of scripting on the game's part? "Oh look he's on the ceiling. Time to make him sticky!".


Easily editable. Just remove the part that says "IF on_ceiling THEN make_sticky()".

You are the world's best programmer. I think you should add in your suggested modification right now.

#210 User is offline Polygon Jim 

Posted 30 October 2010 - 09:02 PM

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QUOTE (evilhamwizard @ Oct 30 2010, 02:07 PM)
Another thing I think might be possible for those who desire higher quality graphics - can we possibly take the higher res from the 360 version's AMB files, convert them to .png, and then use Dolphin's hires texture feature to replace the textures with the ones from the 360 version. This should make the graphics a bit better looking when using a PC, not sure if it'll slow down the game to a crawl. But I think if you got the game to run at a constant 60fps on Dolphin already it should be able to take them.

tl;dr hires graphic replacement project using the graphics from the x360 version.



Been there, done that. It works perfectly.

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