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Released!

#76 User is offline Tweaker 

Posted 13 April 2008 - 12:45 AM

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There's quite a few alternate media players that include support for the VGM format, if you don't like Winamp. You can find most of them at Project 2612.

#77 User is offline drx 

Posted 13 April 2008 - 05:42 AM

  • <Shade> fuck MJ
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QUOTE (evilhamwizard @ Apr 13 2008, 07:06 AM) [post="188050"]Posted Image

Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.

Take a listen. (This is in VGM format)

This programmer must've loved Michael Jackson. :P[/quote]

Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P

#78 User is offline setz 

Posted 13 April 2008 - 07:13 PM

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Hey man, I love you

#79 User is offline Skaarg 

Posted 13 April 2008 - 09:29 PM

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Don't take me wrong and think I'm saying MJ = pedo, because I don't, but I do find it funny that there is an MJ song in a game that was for little kids. :P

#80 User is offline evilhamwizard 

Posted 13 April 2008 - 10:51 PM

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I know this was probably posted in the irc channel, and ICEKnight posted about this game having source. But here's another weird thing, the November 7th build had ASM source inside the rom, but the 11th however...

	DrawScrollPlane(2, &CopyOfCamera2, camDX, lineCountForBackGround);
#endif
			
#endif

		DrawObjects (CopyOfCamera2.currentTile, NumberOfTiles, RoadDistances,
 		TileScreenPositionArray, SM);

	 DrawPlayerLapFlag(2);

#ifdef MARS
	if (SM == MASTER)
#endif
	{
	    Camera1Data = CopyOfCamera1;
	    Camera2Data = CopyOfCamera2;
	}


    }
    else /* Not split screen. */
    {
	CopyOfCamera1 = Camera1Data; /* Copy the whole structure. */

#ifdef DEBUGSPEED
	WindowWidth = SMALLWINDOWWIDTH;
	HalfWindowWidth = WindowWidth / 2;
	WindowX = SCREENWIDTH / 2 - HalfWindowWidth;
	WindowY = SCREENHEIGHT / 2 - SMALLWINDOWHEIGHT / 2;
	WindowHeight = SMALLWINDOWHEIGHT;
	WindowScaleFactor = 2;
#else
	WindowX = WINDOWXMARGIN;
	WindowWidth = SCREENWIDTH - (WINDOWXMARGIN * 2);
	HalfWindowWidth = WindowWidth / 2;
	WindowY = 4;
	WindowHeight = SCREENHEIGHT - (WINDOWYMARGIN * 2) - 4;
	WindowScaleFactor = 1;
#endif

#ifdef PC
	/* PC background is a full screen and must be drawn first. */
    drawBackground (FALSE, 0, 0, SM);
#endif

    NumberOfTiles = CalculateTileAndCameraPositions (TileScreenPositionArray,
    &CopyOfCamera1, &camDX, &camDY);

// .......... calc the difference in absolute heights between the bike and camera
	heightDiffForHorizon = 
		(CopyOfCamera1.SubjectBikeTileHeight + CopyOfCamera1.subjectBike->bottomY) -
		(CopyOfCamera1.absoluteTileHeight + CopyOfCamera1.yOffset);

	lineCountForBackGround = DrawGround (NumberOfTiles, RoadDistances,
	TileScreenPositionArray, SM);

#ifdef MARS
// .......... 32X background gets drawn after, to limit the # of lines that need to be drawn
	DrawScrollPlane(1, &CopyOfCamera1, camDX, lineCountForBackGround);
					
#endif
  	DrawObjects (CopyOfCamera1.currentTile, NumberOfTiles, RoadDistances,
  	TileScreenPositionArray, SM);

	DrawPlayerLapFlag(1);

#if 0
	ShowNum(heightDiffForHorizon);
#endif

#ifdef MARS
	if (SM == MASTER)
#endif
	{
	    Camera1Data = CopyOfCamera1;
	}

}


#if 0
#ifdef DEBUG
    /* Print out the debug value. */
    if (SM == MASTER)
    {
        char TempString [40];

        #ifdef DEBUGSPEED
        #else
        IntToAscii ((int) DebugValue, TempString, 10);
        PutString (0, 0, "Debug value:", WHITECOLOUR);
        PutString (120, 0, TempString, WHITECOLOUR);
        #endif
    }
#endif
#endif
}

void ShowNum(int num)
{
	char String1[100],String2[20];

   StringCopy (String1,"Number: ");
	IntToAscii (num, String2,10);

	StringCat(String1,String2);

#ifdef MARS
   ColorAreaNOCLIP(50,50,100,20,0,0);
#endif
   PutString(50,50,String1,100);
}

void ShowAbsoluteTileHeight(CameraDataRecord CopyOfCamera)
{
	char String1[100],String2[20];

   StringCopy (String1,"TileHeight: ");
	IntToAscii ((int) CopyOfCamera.absoluteTileHeight, String2,10);

	StringCat(String1,String2);
#ifdef MARS
	ColorAreaNOCLIP(90,30,100,20,0,0);
#endif
   PutString(10,30,String1,100);
}


void ShowSegment(void)
{
    trackTilePointer   CurrentTilePtr;
	char String1[100],String2[20];

    CurrentTilePtr = GetTrackTileForNumber (Camera1Data.currentTile);

    StringCopy (String1,"Segment # ");
	IntToAscii ((int) CurrentTilePtr->segmentNumber, String2,10);

	StringCat(String1,String2);

    PutString(10,30,String1,100);
}



/****************************************************************************
 * Draw the race track and objects on it to the screen.
 */

void Render (void)
{
    RenderTrackAndObjectsToRamScreen ();
    DisplayStatusInfo ();

	//ShowSegment();

sendBuffersToScreen ();
}


There's some more misc programming stuff below all of this in the rom which looks like it's for a program for the PC, but it doesn't beat this. :P
This post has been edited by evilhamwizard: 13 April 2008 - 10:57 PM

#81 User is offline MK 

Posted 14 April 2008 - 10:56 PM

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View PostSkaarg, on Apr 13 2008, 10:29 PM, said:

Don't take me wrong and think I'm saying MJ = pedo, because I don't, but I do find it funny that there is an MJ song in a game that was for little kids. :P


If you play Carnival Night backwards, simulataneously with Ice Cap forwards, while Launch Base plays in slow motion blackwards, you can hear the subliminal messages. :P

But yeah, I told drx in the channel before, he's awesome.

#82 User is offline evilhamwizard 

Posted 06 December 2008 - 06:34 AM

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Something from Cosmic Carnage (32X) 9/21/94:

PZMAX							0000C0		vector.obj
PZMIN1						   000080		vector.obj
PZMIN2						   000040		vector.obj
RAMBOARD32					   000001		vector.obj
RAMTEMP						  FF1400		vector.obj
ray_staticblaster_init		   893F2E		c_ray.obj
ray_staticblaster_main		   894086		c_ray.obj
renda_prog_1_0				   88ABD2		logic.obj
renda_prog_1_1				   88AC68		logic.obj
renda_prog_4_0				   88ACDE		logic.obj
renda_tric_control			   88AAFA		logic.obj
request_code					 0000EE		logic.obj
request_code2					0000F0		logic.obj
request_code3					0000F2		logic.obj
request_code_get				 889EBE		logic.obj
request_wait_count			   0000F4		logic.obj
RUNVECT						  880F56		vector2.obj
r_cgadr						  000008		vector.obj
r_coladr						 00000C		vector.obj
r_mainadr						000004		vector.obj
r_setadr						 000000		vector.obj
sAnimation					   888312		spmake.obj
sAttackcheck					 886E16		break.obj
sBreakcalc					   886AD4		break.obj
sBreakcheck_damagemove		   8874B0		break.obj
sBreakcheck_main				 8872C8		break.obj
sBreakcheck_move				 887380		break.obj
SCFULL						   000140		vector.obj
sCGPARTSinit					 881CF4		varsub.obj
SCHALF						   0000A0		vector.obj
sCheckCanGard					88625A		player.obj
sCPUlogic						889E8C		logic.obj
sDamageJump0					 88640A		player.obj
sDamageJump1					 886412		player.obj
sDamageJump2					 88641A		player.obj
sDamageJump_commondown1		  886422		player.obj
sDamageJump_commondown2		  88642C		player.obj
sDamageJump_commondown3		  886436		player.obj
sDamageJump_commontobi		   886400		player.obj
sDamageJump_main				 88643C		player.obj
sDebugfontset					883988		debug.obj
sDebugInfo					   883B94		debug.obj
sDMAcw						   8814B6		vdps.


I know there isn't anything after vdps., it seems to cut off there...

#83 User is offline Tongara 

Posted 07 December 2008 - 03:46 AM

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QUOTE (drx @ Apr 13 2008, 05:42 AM) [post="188072"]Posted Image

Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.

Take a listen. (This is in VGM format)

This programmer must've loved Michael Jackson. :P[/quote]

Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P
[/quote]
It's busy town. I have the CDI version of the game. =P

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